technical
Armor Build/Repair (Intelligence)
Used for the design, assessment, repair and manufacture of all types of armor, from armor jackets to riot shields and hardened military-grade armor.
Default: Intelligence Attribute
Specializations: By specific armor type
Biotech (Intelligence)
The Biotech Skill governs basic medicine and first aid. A character with this skill understands basic medicine in a handson sense, as a paramedic rather than a physician. Though familiar with the techniques and materials of cyberware, a character with this skill would still need a computer expert to collaborate on the interface systems.
Default: Intelligence Attribute
Specializations: Cybertechnology Implantation,
Extended Care, First Aid, Organ Culture & Growth, Surgery, Transimplant Surgery
Computer (Intelligence)
The Computer Skill governs the use and understanding of computer technology and programming. This skill is essential to any character who needs to jack into cyberspace and run the Matrix. (B/R)
Default: Electronics
Specializations: Hardware, Decking, Programming, Cybernetics
Demolitions (Intelligence)
The Demolitions Skill governs the preparation, measuring and setting of chemical explosives.
Default: Intelligence Attribute
Specializations: Commercial Explosives, Plastic Explosives, Improvised Explosives
Electronics (Intelligence)
The Electronics Skill governs the use and understanding of electronic devices, which in the 2060s is just about everything in common use in a city. (B/R)
Default: Computer
Specializations: Control Systems, Electronic Warfare, Maglocks, Linking between Devices, Diagnostics, Cybertechnology
USING BUILD/REPAIR SKILLS
Using a Build/Repair Skill involves two steps: finding the target number for the test to see if the project succeeds or fails, and determining how long will it take. To determine the target number, use the Difficulty Number Table on p. 92. Ordinary, everyday equipment should have a Target Number 4, fancy or technical stuff a Target Number of 5 to 7. Exotic items start at Target Number 8 and go up. Apply any appropriate modifiers from the Build/Repair Table below. Having chosen the target number, the gamemaster next determines the base time that the task takes (see Taking the Time, p. 92). Gamemasters can use the following simple formula to figure out the base time for building or repairing something find the price of a comparable item in the Street Gear chapter, p. 270, and divide that number by 10 for armed-combat items, by 20 for vehicles, and by 50 for electronics, cyberware or other technical gear. The result is the base time in hours for building or fixing a typical item in that category. Success can reduce the base time; the successes rolled in a character’s Success Test are divided into the base time, with fractions rounded to the nearest whole time unit.
- BUILD/REPAIR TABLE
Situation Target Number
Working Conditions:
Bad +2
Terrible +4
Superior –1
Tools are:
Unavailable Usually not allowed
Inadequate +2
Reference material available 0
Working from memory +(5 – Intelligence
Small Unit Tactics (Intelligence)
Represents a character’s ability to perceive and analyze the tactical nature of a combat situation and exploit it to her advantage.
Default: Intelligence
Specializations: BattleTac Systems, Vehicle Tactics, Matrix Tactics
Small Unit Tactics is a special Active skill linked to Intelligence. It represents a character’s ability to perceive and analyze the tactical nature of a combat situation and exploit it to her advantage. Small Unit Tactics has three specializations: BattleTac Systems, Vehicle Tactics and Matrix Tactics. Characters with this skill can gain an Initiative bonus for their teammates (and themselves) under certain conditions by communicating orders and suggestions based on their tactical assessment.
To use the skill, the character must convey her analysis/orders on her last action of a Combat Turn. It takes a Complex Action to communicate in this way to team members. The success of their tactical aid is represented by a Small Unit Tactics Test applied to team members receiving the communication. Only one skill test is made, but individual team members may have different target numbers. The base target numbers and modifiers are represented on the Small Unit Tactics Test Table (p. 106). The maximum number of team members that can receive an Initiative boost (not including the character himself) is equal to the character’s Small Unit Tactics skill. If the skill is only being used for the character’s own benefit, no Complex Action is necessary to communicate.
- If this skill is used in conjunction with a BattleTac system, tactical information is more efficiently conveyed. A character using a cybernetic master component (a tactical computer modified for BattleTac, see p. 53) needs to take only a Simple Action to convey orders. A character using a BattleTac master component may also receive a bonus to his Small Unit Tactics skill. Every 2 successes achieved against the target number gives that team member a +1 bonus to Initiative during the next Combat Turn. This Initiative bonus may not exceed the character’s Reaction (for example, if the character’s Reaction is 4, the highest bonus he can receive is +4).
If more than one character is attempting to improve a team member’s bonus in this way, only the highest bonus achieved is used at -1 for conflicting orders. For example, if a team member receives a +3 bonus from one character and a +5 bonus from another, he would use +4 (highest 5, -1). If this skill is used in preparation for an ambush (by either the ambusher or ambushee), it may also add dice (1 for every 2 successes) to the Reaction/Surprise Tests.
- SMALL UNIT TACTICS AND COMBAT POOL (OPTIONAL)
Theoretically, a character who successfully uses the Small Unit Tactics skill should be able to use the tactical edge to his or others’ benefit in combat. If this optional rule is used, a character who receives an Initiative bonus from Small Unit Tactics (as described above) may instead receive an extra Combat Pool die during the next Combat Turn. Each +1 Initiative bonus converts to +1 Combat Pool die.
- SMALL UNIT TACTICS TEST TABLE
Situation Base Target Number
Character in direct (face-to-face or close LOS) contact with team member 4
Character in radio communication with team member 6
Character in LOS with team member, but no audio communication (hand gestures) 8
Modifiers
Character linked to team member via BattleTac cyberlink -2
Character linked to team member via BattleTac receiver component -1
Character wounded +/- damage modifiers
Team member has Perception modifiers +/- Perception modifiers
Used for the design, assessment, repair and manufacture of all types of armor, from armor jackets to riot shields and hardened military-grade armor.
Default: Intelligence Attribute
Specializations: By specific armor type
Biotech (Intelligence)
The Biotech Skill governs basic medicine and first aid. A character with this skill understands basic medicine in a handson sense, as a paramedic rather than a physician. Though familiar with the techniques and materials of cyberware, a character with this skill would still need a computer expert to collaborate on the interface systems.
Default: Intelligence Attribute
Specializations: Cybertechnology Implantation,
Extended Care, First Aid, Organ Culture & Growth, Surgery, Transimplant Surgery
Computer (Intelligence)
The Computer Skill governs the use and understanding of computer technology and programming. This skill is essential to any character who needs to jack into cyberspace and run the Matrix. (B/R)
Default: Electronics
Specializations: Hardware, Decking, Programming, Cybernetics
Demolitions (Intelligence)
The Demolitions Skill governs the preparation, measuring and setting of chemical explosives.
Default: Intelligence Attribute
Specializations: Commercial Explosives, Plastic Explosives, Improvised Explosives
Electronics (Intelligence)
The Electronics Skill governs the use and understanding of electronic devices, which in the 2060s is just about everything in common use in a city. (B/R)
Default: Computer
Specializations: Control Systems, Electronic Warfare, Maglocks, Linking between Devices, Diagnostics, Cybertechnology
USING BUILD/REPAIR SKILLS
Using a Build/Repair Skill involves two steps: finding the target number for the test to see if the project succeeds or fails, and determining how long will it take. To determine the target number, use the Difficulty Number Table on p. 92. Ordinary, everyday equipment should have a Target Number 4, fancy or technical stuff a Target Number of 5 to 7. Exotic items start at Target Number 8 and go up. Apply any appropriate modifiers from the Build/Repair Table below. Having chosen the target number, the gamemaster next determines the base time that the task takes (see Taking the Time, p. 92). Gamemasters can use the following simple formula to figure out the base time for building or repairing something find the price of a comparable item in the Street Gear chapter, p. 270, and divide that number by 10 for armed-combat items, by 20 for vehicles, and by 50 for electronics, cyberware or other technical gear. The result is the base time in hours for building or fixing a typical item in that category. Success can reduce the base time; the successes rolled in a character’s Success Test are divided into the base time, with fractions rounded to the nearest whole time unit.
- BUILD/REPAIR TABLE
Situation Target Number
Working Conditions:
Bad +2
Terrible +4
Superior –1
Tools are:
Unavailable Usually not allowed
Inadequate +2
Reference material available 0
Working from memory +(5 – Intelligence
Small Unit Tactics (Intelligence)
Represents a character’s ability to perceive and analyze the tactical nature of a combat situation and exploit it to her advantage.
Default: Intelligence
Specializations: BattleTac Systems, Vehicle Tactics, Matrix Tactics
Small Unit Tactics is a special Active skill linked to Intelligence. It represents a character’s ability to perceive and analyze the tactical nature of a combat situation and exploit it to her advantage. Small Unit Tactics has three specializations: BattleTac Systems, Vehicle Tactics and Matrix Tactics. Characters with this skill can gain an Initiative bonus for their teammates (and themselves) under certain conditions by communicating orders and suggestions based on their tactical assessment.
To use the skill, the character must convey her analysis/orders on her last action of a Combat Turn. It takes a Complex Action to communicate in this way to team members. The success of their tactical aid is represented by a Small Unit Tactics Test applied to team members receiving the communication. Only one skill test is made, but individual team members may have different target numbers. The base target numbers and modifiers are represented on the Small Unit Tactics Test Table (p. 106). The maximum number of team members that can receive an Initiative boost (not including the character himself) is equal to the character’s Small Unit Tactics skill. If the skill is only being used for the character’s own benefit, no Complex Action is necessary to communicate.
- If this skill is used in conjunction with a BattleTac system, tactical information is more efficiently conveyed. A character using a cybernetic master component (a tactical computer modified for BattleTac, see p. 53) needs to take only a Simple Action to convey orders. A character using a BattleTac master component may also receive a bonus to his Small Unit Tactics skill. Every 2 successes achieved against the target number gives that team member a +1 bonus to Initiative during the next Combat Turn. This Initiative bonus may not exceed the character’s Reaction (for example, if the character’s Reaction is 4, the highest bonus he can receive is +4).
If more than one character is attempting to improve a team member’s bonus in this way, only the highest bonus achieved is used at -1 for conflicting orders. For example, if a team member receives a +3 bonus from one character and a +5 bonus from another, he would use +4 (highest 5, -1). If this skill is used in preparation for an ambush (by either the ambusher or ambushee), it may also add dice (1 for every 2 successes) to the Reaction/Surprise Tests.
- SMALL UNIT TACTICS AND COMBAT POOL (OPTIONAL)
Theoretically, a character who successfully uses the Small Unit Tactics skill should be able to use the tactical edge to his or others’ benefit in combat. If this optional rule is used, a character who receives an Initiative bonus from Small Unit Tactics (as described above) may instead receive an extra Combat Pool die during the next Combat Turn. Each +1 Initiative bonus converts to +1 Combat Pool die.
- SMALL UNIT TACTICS TEST TABLE
Situation Base Target Number
Character in direct (face-to-face or close LOS) contact with team member 4
Character in radio communication with team member 6
Character in LOS with team member, but no audio communication (hand gestures) 8
Modifiers
Character linked to team member via BattleTac cyberlink -2
Character linked to team member via BattleTac receiver component -1
Character wounded +/- damage modifiers
Team member has Perception modifiers +/- Perception modifiers