Military Skills


Armorer: This is a somewhat simplistic version of the weapons engineer as it applies to infantry weapons. A competent armorer can maintain, fix, modify, mount, reload/recharge ammunition, and figure out most small arms. He is also competent at making arrows and arrowheads, sharpening blades, making horseshoes, and basic metal items. He can also deactivate, reset, and fix basic traps. He can repair all types of pistols and rifles, repair minor damage to body armor (20 MDC maximum), adjust targeting sights, use and repair optical enhancements, reload missiles and ammo drums, recharge e-clips, install/mount a railgun or machinegun on a vehicle, and even fix most simple robot and bionic weapons like forearm blasters and retractable blades. Note: Automatically includes Basic Mechanics at +20% as part of this skill. Base Skill: 40% + 5% per level of experience.
Japan, Coalition War Campaign, New West

Camouflage: The skill of concealing a fixed base, position, vehicle, bot, equipment, or individual, using natural or artificial materials. A fair amount of time is involved in the preparation of a larger position. Large cargo nets, cut branches, and underbrush are most often used in camouflage. This skill is also used to conceal traps. Base Skill: 20% + 5% per level of experience.
Japan, Coalition War Campaign, New West

Cyberjacking: Base Skill: 25% + 5% per level of experience.
Aliens Unlimited Galaxy Guide

Defense Systems: Base Skill: 30% + 5% per level of experience.
Mutants in Orbit

Demolitions: This skill provides the character with an advanced knowledge of the use and workings of explosives and detonation devices for the purpose of blowing up bridges, buildings, and sabotage. This includes all types of explosives, such as mines, dynamite, plastique, nitro, blasting caps, etc. It also includes a based understanding of the strategic placement of mines and booby traps. This will increase the character's awareness of suspicious rope, string, and wire. Base Skill: 60% + 3% per level of experience. A failed roll means a dud; no explosion.

Demolitions Disposal: This skill enables the character to safely defuse unexploded mines, bombs, explosive booby traps, dud artillery rounds, dud explosive charges, or any other explosive device. Base Skill: 60% + 3% per level of experience.

Electronic Warfare: Base Skill: 30%/25% + 5% per level of experience.
Mutants in Orbit

Find Contraband, Weapons, & Cybernetics: The character with this skill knows where to find arms dealers, smugglers, body-chop-shops, M.O.M. and Juicer conversions, criminal cyber-docs, and illegal medical treatment, as well as how to spot them. He is also familiar with their practices, hang-outs, gang or criminal ties, general practices, pricing structures, and modes of operations. Likewise, the character has a good idea of what black market weapons and cybernetics and what these people pay for contraband items. The character also knows the penalty for being caught with an illegal weapon, implant, or bionics. Base Skill: 26% + 4% per level of experience.
Triax, Coalition War Campaign, New West

Interrogation Techniques: This skill is common among police officers, intelligence officers, and assassins/spies/bounty hunters. The character knows the techniques of getting information from (typically unwilling) subjects. This includes such classic methods as "good cop, bad cop", deceiving and misleading the subject, etc. This character can also judge if the character is lying (MA, ME, and/or PB of the subject will affect how convincing the subject's lies are). This skill also includes some basic knowledge on the methods of torture. Base Skill: 20% + 5% per level of experience.
Coalition War Campaign

Military Etiquette: This skill grants a clear understanding of the way the military works, including rules of behavior, military procedures and routines, standard issue of equipment, special ordering procedures, proper display of rank and medals, advancement in rank (and the duties that come with it), proper troop formations, how to deal with military bureaucracy, the chain of command, proper channels, who to contact to get things done, etc. Base Skill: 35% + 5% per level of experience. Note: All soldiers have a fundamental knowledge of military etiquette (base of 30% with no advancement); this skill is much more complete.
Coalition War Campaign, New West

Military Fortification: This is the skill of designing and building defensive fortifications suitable for modern mega-damage combat. If provided with the time and materials, the character can greatly increase the defensive value of natural terrain with murderous defenses that include obstacles to impede movement and protective structures to shield friendly forces from enemy forces. The character is trained to prepare mine fields, barbed wire, tank obstacles, tanglefoot wire, booby traps, trenches, tank ditches, foxholes/shell scrapes, reinforced concrete or earthen walls, bunker complexes, rail gun/mortar emplacements, tunnel systems and similar defensive constructions. Base Skill: 30% + 5% per level of experience.
Coalition War Campaign, New West

Naval Tactics: A basic understanding of the "military doctrine" of the navy in question (CS, Free Quebec, NGR, Nemo's New Navy, freebooters, etc.; each is a little different) and the naval military in general. It includes preferred methods of fighting (on both small scale engagements or full battles), seaman do's and don'ts, ship weapon systems, ship and naval power armorrecognition, naval combat, strategies and tactics, and other basic naval procedures, military methods and operations.

In combat, a successful tactics roll will reveal the obvious and/or some hints as to the best way to approach a potential combat situation (like recognizing a potential attack because torpedo tubes are open, the best way to impair or scuttle a ship, ideal targets, evasive maneuvers, etc.). Otherwise a successful roll will determine an accurate recognition of a naval vessel, use or reading of naval weapon system, proper execution of a naval tactic or maneuver, and proper procedure. Base skill: 30% +5% per level of experience.
Coalition Navy

Nuclear/Biological/Chemical Warfare: This is the knowledge of safety precautions to protect oneself and others from the effects of nuclear, biological, or chemical warfare, wastes, and contamination. The character is also knowledgeable in the safe handling, "clean-up", and containment of such hazardous materials. Base Skill: 35% + 5% per level of experience.
Japan, Coalition War Campaign, New West

Parachuting: This skill includes the methods, procedures, and techniques of parachuting, packing the chute, sky-diving techniques, precision landing, landing without injury, and practice jumping from a high-altitude aircraft. The advantage of parachuting is secrecy, since the troopers' insertion into enemy territory is silent and often goes unnoticed. Base Skill: 40% + 5% per level of experience. The following three methods are the ones most commonly used by modern paratroopers:


Japan, Coalition War Campaign

Recognize Weapon Quality: the ability to determine the level of a weapon's quality, including craftsmanship, weight, balance, edge, metal strength, and so on. The character can also recognize if a weapon was made by a dwarf, kobold, or other weaponsmith, and if it may have bonuses to strike, parry, or damage, or other special (magic) properties. Base Skill: 25% + 5% per level of experience.
Coalition War Campaign, New West

Surveillance: The study of the operation, methods, and techniques used in surveillance and taking a strategic position. This skill includes the art of tailing, or following someone without being noticed, and includes stake-out procedures and some basic stealth practices (same as prowl). A failed surveillance roll indicates that the tail was spotted and the subject of the surveillance is aware of being followed/observed. Base Skill: 25% + 5% per level of experience. Bonuses: +5% to recognize others in disguise, and +5% on the following skills (if known): disguise, detect ambush, and imitate voice/impersonation.
Palladium Fantasy RPG

Trap Construction: Training in the design and application of traps and mines used in anti-personnel and defense tactics. With readily-available materials and simple tools, including shovels, knives, sticks, wire and rope, the character can build fiendish traps. The greatest drawback of traps is the amount of time it takes to prepare one. Even this can be shortened with help from others; the character with the skill can direct the others during construction. Base Skill: 20% + 4% per level of experience.
Coalition War Campaign, New West

Trap/Mine Detection: Knowledge of the strategic placement of booby traps and mines, the tell-take trademarks and indications of traps and mines, how to avoid them, and the use of mine and explosive detection equipment. The character has been trained to watch for suspicious objects, dirt mounds, trip wires, and camouflaging materials that may denote the presence of a trap. Simple snare traps and trip wires can be easily disarmed by the character, but the Demolitions Disposal skill is needed to disarm mines, explosives, or complex traps. Base Skill: 20% + 5% per level of experience. Add +50% when using special detection equipment to locate mines/ explosives, or +10 to locate other types of traps with detection equipment.
Coalition War Campaign, New West

Underwater Demolitions: Fundamentally the same basic skills and training as Demolitions, but with an emphasis on using explosives in an underwater environment, including underwater techniques, area effect, sound wave damage, and different types of explosives, as well as arming, disarming, and repairing torpedoes and depth charges. Base Skill: 56% + 3% per level of experience.
Rifts Underseas; Coalition War Campaign, New West


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