COMBAT SKILLS
Assault Rifles (Quickness)
Assault Rifles covers the use of all multi-firing-rate rifles. (B/R)
Default: Rifles, Shotguns, Submachine Guns, Pistols
Specializations: By specific weapon type.
Clubs (Strength)
Clubs governs the use of hand-held melee weapons that have no edge or blade and are less than one meter long. This skill allows a character to use any short, weighted item as a weapon, from a baseball bat to a tire iron to a chair leg. (B/R)
Default: Edged Weapons and Pole Arms/Staffs
Specializations: By specific weapon type.
Cyber-Implant Combat (Strength)
This new combat discipline has developed since the advent of combat-oriented cyberware. Combining the quick strikes of edged-weapon fighting with the in-your-face style of unarmed combat, this skill allows those with the right cyberware to make the most effective use of it. (B/R)
Default: Unarmed Combat
Specializations: By specific weapon type.
Edged Weapons (Strength)
Edged Weapons governs the use of hand-held melee weapons that have a sharpened edge or point. This skill allows a character to use various knives, swords and axes effectively, as long as they are less than one meter long. (B/R)
Default: Clubs and Pole Arms/Staffs
Specializations: By specific weapon type.
Gunnery (Intelligence)
Gunnery Skill governs the use of all vehicle-mounted weapons, whether in mounts, pintles or turrets. This skill includes manual and sensor-enhanced gunnery. (B/R)
Default: Launch Weapons
Specializations: By specific weapon type.
Heavy Weapons (Strength)
The Heavy Weapons skill gives the user the know-how to handle anything larger than an assault rifle, including large weapons when they are mounted on tripods, pintles, gyromounts or in fixed emplacements (but not in/on vehicles). (B/R)
Default: Strength Attribute only
Specializations: By specific weapon type.
Laser Weapons (Quickness)
This skill allows the user to handle and fire laser weapons. (B/R)
Default: Quickness Attribute
Specializations: By specific weapon type.
Launch Weapons (Intelligence)
This skill covers the use and targeting of any device that fires a missile, rocket, or other explosive projectile (such as grenades), including mortars (but not in or on vehicles). This skill covers manual and sensor-enhanced fire, and also governs the use of both specific grenade-launching weapons and underbarrel grenade-launching mounts. The Spotter Specialization can be used for any targeting tests. (B/R)
Default: Gunnery. Note that if a character has a weapon with an underbarrel grenade launcher, the player can default to that weapon’s skill as if defaulting to a base skill within the same grouping (+2 modifier to the target number, 1/2 Combat Pool).
Specializations: By specific missile or rocket type, Grenade
Launchers, Spotter
Pistols (Quickness)
Pistols governs the use of all types of hand-held firearms, including hold-out, light and heavy pistols, and tasers. (B/R)
Default: Assault Rifles, Rifles, Shotguns, Submachine Guns
Specializations: By specific weapon type.
Pole Arms/Staffs (Strength)
This skill governs the use of hand-held melee weapons longer than one meter. (B/R)
Default: Edged Weapons and Clubs
Specializations: By specific weapon type.
Projectile Weapons (Strength)
Projectile Weapons governs the use of muscle-powered projectile weapons. (B/R)
Default: Strength Attribute
Specializations: Characters can specialize in pull-bows or crossbows.
Rifles (Quickness)
This skill governs the use of all sport and sniper rifles. (B/R)
Default: Assault Rifles, Pistols, Shotguns, Submachine Guns
Specializations: By specific weapon type.
Shotguns (Quickness)
The Shotguns Skill governs the use of all shotguns. (B/R)
Default: Assault Rifles, Pistols, Rifles, Submachine Guns
Specializations: By specific weapon type.
Submachine Guns (Quickness)
The Submachine Guns Skill governs the use of lightweight semi-automatic and automatic guns fired from the shoulder or hip. (B/R)
Default: Assault Rifles, Pistols, Rifles, Shotguns
Specializations: By specific weapon type.
Throwing Weapons (Strength)
Throwing Weapons governs the use of any item thrown by the user. (B/R)
Default: Strength Attribute
Specializations: By specific weapon type (including but not limited to darts, grenades, knives and shuriken).
Unarmed Combat (Strength)
Unarmed Combat Skill (also known as hand-to-hand combat) governs the use of combat techniques based solely on the use of the individual’s own body. In addition to boxing, this skill covers such combat styles as Oriental martial arts and Brazilian capoeira.
Default: Cyber-Implant Combat
Specializations: Subduing Combat, Martial Arts form, or by body part (fists, head butts, kicks)
Underwater Combat (Strength)
Combat underwater is exceedingly difficult. The Underwater Combat Skill governs the techniques used to effectively maneuver and strike opponents in underwater melee situations.
Default: Strength Attribute
Specializations: Unarmed Attack, Armed Attack
Whips (Quickness)
This skill governs the use of whips or anything that can be used as a whip. (B/R)
Default: Quickness Attribute Only
Specializations: By specific weapon type.
Blowgun (Quickness)
Used when firing darts through a blowgun (p. 31).
Default: Quickness Attribute
Specializations: None
Bracer (Quickness)
Used when firing the bracer (p. 31).
Default: Pistols, Quickness Attribute
Specializations: None
Gun Cane (Quickness)
Used when firing the gun cane (p. 31).
Default: Pistols, Quickness Attribute
Specializations: None
Gyrojet Pistol (Quickness)
Used when firing the gyrojet pistol (p. 31).
Default: Pistols, Quickness Attribute
Specializations: None
Eye Gun (Quickness)
Used when firing an eye gun (p. 16, MAM)
Default: Quickness Attribute
Specializations: None
Off-Hand Clubs (Strength)
Used when employing a club in the character’s off-hand, including as a secondary weapon in two-weapon melee combat (see p. 96).
Default: Strength Attribute
Specializations: By specific weapon type
Off-Hand Cyber-Implant Combat (Strength)
Used when employing a cyber-implant weapon in the character’s off-hand, including as a secondary weapon in two weapon melee combat (see p. 96).
Default: Strength Attribute
Specializations: By specific weapon type
Off-Hand Edged Weapons (Strength)
Used when employing an edged weapon in the character’s off-hand, including as a secondary weapon in two weapon melee combat (see p. 96).
Default: Strength Attribute
Specializations: By specific weapon type
Off-Hand Whips (Quickness)
Used when employing a whip in the character’s off-hand, including as a secondary weapon in two-weapon melee combat (see p. 96).
Default: Quickness Attribute
Specializations: By specific weapon type
Oral Gun (Quickness)
Used when firing an oral gun (p. 17, M8JSA).
Default: Quickness Attribute
Specializations: None
Oral Strike (Quickness)
Used when using the oral slasher (p. 17, M&M).
Default: Quickness Attribute
Specializations: None
Spray Weapons (Strength)
Used for all semi-liquid dispersal weapons, including foam dispensers (p. 116, M&M) and flame-throwers (p. 29). Default: Heavy Weapons
Specializations: Firehose, Flame-thrower, Spray Tank
Assault Rifles covers the use of all multi-firing-rate rifles. (B/R)
Default: Rifles, Shotguns, Submachine Guns, Pistols
Specializations: By specific weapon type.
Clubs (Strength)
Clubs governs the use of hand-held melee weapons that have no edge or blade and are less than one meter long. This skill allows a character to use any short, weighted item as a weapon, from a baseball bat to a tire iron to a chair leg. (B/R)
Default: Edged Weapons and Pole Arms/Staffs
Specializations: By specific weapon type.
Cyber-Implant Combat (Strength)
This new combat discipline has developed since the advent of combat-oriented cyberware. Combining the quick strikes of edged-weapon fighting with the in-your-face style of unarmed combat, this skill allows those with the right cyberware to make the most effective use of it. (B/R)
Default: Unarmed Combat
Specializations: By specific weapon type.
Edged Weapons (Strength)
Edged Weapons governs the use of hand-held melee weapons that have a sharpened edge or point. This skill allows a character to use various knives, swords and axes effectively, as long as they are less than one meter long. (B/R)
Default: Clubs and Pole Arms/Staffs
Specializations: By specific weapon type.
Gunnery (Intelligence)
Gunnery Skill governs the use of all vehicle-mounted weapons, whether in mounts, pintles or turrets. This skill includes manual and sensor-enhanced gunnery. (B/R)
Default: Launch Weapons
Specializations: By specific weapon type.
Heavy Weapons (Strength)
The Heavy Weapons skill gives the user the know-how to handle anything larger than an assault rifle, including large weapons when they are mounted on tripods, pintles, gyromounts or in fixed emplacements (but not in/on vehicles). (B/R)
Default: Strength Attribute only
Specializations: By specific weapon type.
Laser Weapons (Quickness)
This skill allows the user to handle and fire laser weapons. (B/R)
Default: Quickness Attribute
Specializations: By specific weapon type.
Launch Weapons (Intelligence)
This skill covers the use and targeting of any device that fires a missile, rocket, or other explosive projectile (such as grenades), including mortars (but not in or on vehicles). This skill covers manual and sensor-enhanced fire, and also governs the use of both specific grenade-launching weapons and underbarrel grenade-launching mounts. The Spotter Specialization can be used for any targeting tests. (B/R)
Default: Gunnery. Note that if a character has a weapon with an underbarrel grenade launcher, the player can default to that weapon’s skill as if defaulting to a base skill within the same grouping (+2 modifier to the target number, 1/2 Combat Pool).
Specializations: By specific missile or rocket type, Grenade
Launchers, Spotter
Pistols (Quickness)
Pistols governs the use of all types of hand-held firearms, including hold-out, light and heavy pistols, and tasers. (B/R)
Default: Assault Rifles, Rifles, Shotguns, Submachine Guns
Specializations: By specific weapon type.
Pole Arms/Staffs (Strength)
This skill governs the use of hand-held melee weapons longer than one meter. (B/R)
Default: Edged Weapons and Clubs
Specializations: By specific weapon type.
Projectile Weapons (Strength)
Projectile Weapons governs the use of muscle-powered projectile weapons. (B/R)
Default: Strength Attribute
Specializations: Characters can specialize in pull-bows or crossbows.
Rifles (Quickness)
This skill governs the use of all sport and sniper rifles. (B/R)
Default: Assault Rifles, Pistols, Shotguns, Submachine Guns
Specializations: By specific weapon type.
Shotguns (Quickness)
The Shotguns Skill governs the use of all shotguns. (B/R)
Default: Assault Rifles, Pistols, Rifles, Submachine Guns
Specializations: By specific weapon type.
Submachine Guns (Quickness)
The Submachine Guns Skill governs the use of lightweight semi-automatic and automatic guns fired from the shoulder or hip. (B/R)
Default: Assault Rifles, Pistols, Rifles, Shotguns
Specializations: By specific weapon type.
Throwing Weapons (Strength)
Throwing Weapons governs the use of any item thrown by the user. (B/R)
Default: Strength Attribute
Specializations: By specific weapon type (including but not limited to darts, grenades, knives and shuriken).
Unarmed Combat (Strength)
Unarmed Combat Skill (also known as hand-to-hand combat) governs the use of combat techniques based solely on the use of the individual’s own body. In addition to boxing, this skill covers such combat styles as Oriental martial arts and Brazilian capoeira.
Default: Cyber-Implant Combat
Specializations: Subduing Combat, Martial Arts form, or by body part (fists, head butts, kicks)
Underwater Combat (Strength)
Combat underwater is exceedingly difficult. The Underwater Combat Skill governs the techniques used to effectively maneuver and strike opponents in underwater melee situations.
Default: Strength Attribute
Specializations: Unarmed Attack, Armed Attack
Whips (Quickness)
This skill governs the use of whips or anything that can be used as a whip. (B/R)
Default: Quickness Attribute Only
Specializations: By specific weapon type.
Blowgun (Quickness)
Used when firing darts through a blowgun (p. 31).
Default: Quickness Attribute
Specializations: None
Bracer (Quickness)
Used when firing the bracer (p. 31).
Default: Pistols, Quickness Attribute
Specializations: None
Gun Cane (Quickness)
Used when firing the gun cane (p. 31).
Default: Pistols, Quickness Attribute
Specializations: None
Gyrojet Pistol (Quickness)
Used when firing the gyrojet pistol (p. 31).
Default: Pistols, Quickness Attribute
Specializations: None
Eye Gun (Quickness)
Used when firing an eye gun (p. 16, MAM)
Default: Quickness Attribute
Specializations: None
Off-Hand Clubs (Strength)
Used when employing a club in the character’s off-hand, including as a secondary weapon in two-weapon melee combat (see p. 96).
Default: Strength Attribute
Specializations: By specific weapon type
Off-Hand Cyber-Implant Combat (Strength)
Used when employing a cyber-implant weapon in the character’s off-hand, including as a secondary weapon in two weapon melee combat (see p. 96).
Default: Strength Attribute
Specializations: By specific weapon type
Off-Hand Edged Weapons (Strength)
Used when employing an edged weapon in the character’s off-hand, including as a secondary weapon in two weapon melee combat (see p. 96).
Default: Strength Attribute
Specializations: By specific weapon type
Off-Hand Whips (Quickness)
Used when employing a whip in the character’s off-hand, including as a secondary weapon in two-weapon melee combat (see p. 96).
Default: Quickness Attribute
Specializations: By specific weapon type
Oral Gun (Quickness)
Used when firing an oral gun (p. 17, M8JSA).
Default: Quickness Attribute
Specializations: None
Oral Strike (Quickness)
Used when using the oral slasher (p. 17, M&M).
Default: Quickness Attribute
Specializations: None
Spray Weapons (Strength)
Used for all semi-liquid dispersal weapons, including foam dispensers (p. 116, M&M) and flame-throwers (p. 29). Default: Heavy Weapons
Specializations: Firehose, Flame-thrower, Spray Tank