PILOT RELATED
Navigation: Land, Air & Water: Skills in map reading, star charts, course computation, following landmarks, and the use of navigational equipment. Includes air, land and water navigation, as well as piloting by instruments alone. Roll each time a course is plotted. A failed roll means the pilot is off course. Roll 2D6X100 for aircraft, 4D6X100 for Veritech Fighters, and 1D6X100 for land vehicles, to determine how many miles they are off course by. Roll once for every hour that one is off course. Base Skill is 60%+5% per level of experience. Requires: Basic mathematics, read sensory equipment, and literacy.
Navigation: Space: Basically the same as normal navigation techniques. The only difference is the use of stars and some sensory equipment. Requires: Astronomy. Base Skill is 60%+5% per level of experience. Requires: Basic mathematics, astronomy, read sensory equipment, and literacy.
Read Sensory Instruments: Individuals with this training can maintain, understand, operate and "read" or interpret sensory data from all types of conventional sensor devices. These devices include radar, sonar, motion detectors, surveillance equipment, optical enhancementinstrument panels and so on. Base Skill is 40%+5% per level of experience.
Weapon Systems: This is the complete understanding of weapon units and systems incorporated in both vehicles and Mecha. It includes both Veritech weapons and the Destroids, vast variety of weapons such as lasers, particle beams, auto cannons, missile launchers, and so on. Speical Bonus: +2 to strike. This does not include hand-held weapons which require individual, W.P. training, like the Veritech GU-12 gun pod. Note: Characters without weapons systems skill will be able to operate them only if skilled in piloting that vehicle (like pilot Mecha or Helicopter, etc.), but has no bonus to strike and never has initiative. Base Skill is 40%+5% per level of experience.
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