Welcome to RazorBack Company, Rookie. #OiE is a Freeform-based RPG with Operations here and there, ran with a HEAVILY simplified, modified, and streamlined version of Simple D6, Edition 1.   http://1d4chan.org/wiki/Simple_D6  <- The dice system we use. Read over it to get the basics, but a very short description is provided under the Primary Skills 7 sections below.   http://jsbin.com/amemah/13  <- The dicebot we use. Add it to a bookmark and click to activate in order to see roll results in thread.     *************************************************************************************************************************************** NEW INSANITIES! >The currently unlocked expansions, 4 of 8 in all, are: Construct Madness, Ethereal Plane, Imminent Retrieval, and Medical Lesbians!     ***** NEW FEATURE: >Customizable Companions! Depending on your Companion's skills and combat capabilities, they will be able to equip new clothing, weapons, armor, items, or other devices, by simply asking: "Want to change your outfit/equipment?" >Depending on the standard outfit of said Companion, not all of them will accept bows in their mane or tail. Side effects may include but are not limited to: disappearing clouds, exploding seagulls, and large amounts of wine. >Note: socks may be worn by any species, but you may be subject to foalnado's if applicable.     ***** NEW OPTIONS INCLUDE: >Hoofboots, hoofclaws, hoofspikes, biteblades, and short swords may be equipped by all ponies! >Light Armor may be worn by all ponies! >Single and wing-covering Wingblades, are, of course, still pegasi only! >New item: Wingclaw Armor! Usable only by batponies, Wingclaw Armor can be made to improve DR or provide additional Melee and other skill bonuses! While a bit constraining to free-mango'd batponies, most of them will eventually come to enjoy their new armored claw additions! Go seek out Krinza in the Workshop if you would like to have a pair made! >Light Lances, Halberds, Pikes, and other polearms may be equipped by all ponies, but Heavy polearms may only be equipped by Crystal/Earth ponies and Saddle Arabians! >Medium weaponry may be equipped by all but pegasi! >Medium Armor may be worn by Crystal/Earth ponies and Saddle Arabians! >Heavy weaponry may only be equipped by Crystal/Earth ponies and Saddle Arabians! >Heavy Armor may only be worn by Crystal & Earth ponies! >Friendly Eldritch weaponry may be used by any pony capable of their use! WARNING: certain Eldritch beings may leave you confused, aroused, and lost in the Fortress Courtyard filled with tennis balls!     ***** NEW ENCOUNTERS: >Hostile Eldritch weaponry can be easily tamed by the Five Sisters, or contested alongside your most stalwart Operators and closest Allies! Just don't expect to have everything function perfectly!   >ELITE Operations open! An Operator with a minimum of 51XP may join a Team Operation, but require 71XP to go on a Solo Operation! BE ADVISED~ that while the rewards are FANTASTIC, the dangers are much GREATER than before!   >XL, XXL, & Monstrous enemies have been unlocked! Don't go wandering around the Everfree hoping to stay unmolested, or you will know true pain!   >DRAGONS! The Dragonspine Mountains are now unlocked! Don't go trying to loot any dragon hoards now, you won't even survive one yawning at you!     ***** NEW FEATURES: >You may save at ANY time before performing really dumb shit, like walking off a cliff, wandering off to stand under falling rocks, or attempting to Steal pie!   >Your GM will auto-save you before talking to Mercy and other volatile NPC's! No more errant deaths, Red Rings of Terror, or White Screens of Death! You may still be subject to booty calls, whistling mares, and waking up covered in pineapples or other sticky fruits.   >SUPPORT ACTIONS! Certain NPC's and Companions may be called upon to deliver supplies, teleport you out of lava, facestomp your enemies, and perform other combat and noncombat actions such as healing/curing allies and picking locks! However, only TWO Support Actions may be taken per operation, so choose whom you want to aid you wisely!     *************************************************************************************************************************************** -List of Operators and their skills:    http://pastebin.com/JktpVZLG   -List of Operator innawoods pictures:   http://imgur.com/a/9zfyN#3      http://imgur.com/a/6UP55#20 <-BACKUP LINK   -BULLETIN BOARD:                        https://pastebin.com/EUizxZcK   -Fortress Map:                          http://i.imgur.com/Nfy0UK4.png?1   -All Previous Thread Archives:          http://pastebin.com/YwC9CTvY - THE FULL ARCHIVE AND THIS HANDBOOK ARE REQUIRED READING FOR NEW RECRUITS. Well, not necessarily required.. but FAILURE TO DO SO MAY RESULT IN SPINE INJURIES, PERMANENT SCARRING OF THE FACE, NOODLE SHAPED LACERATIONS OF THE GENITALS, AND MULTIPLE VISITS TO THE MORGUE!     ***** HOW TO JOIN: #1: create a sensible loadout at innawoods.net and save the image, then use that as the opening image for your post. It's also permissible to shop in non-listed weaponry, but nothing extreme. You may take a maximum of ONE heavy weapon/main weapon, a secondary firearm, and a melee weapon.   #2: HAVE A SECURE TRIPCODE SO WE CAN IDENTIFY YOU! What's a tripcode? Basically just another word for username. You can create a secure tripcode by doing this in the NAME field on the image board: NameGoesHere##ObviouslyAPassword.   We also have an IRC channel on esper.net. Download KVIRC and join channel #OiE, or use www.esper.net and join #OiE from there.     ***** CHARACTER CREATION: read the descriptions down below, it contains all guidelines of character creation, then make a post in the thread that contains your innawoods loadout and character stats in this format:   Name:      (Character Name, obviously) Position:  (What position you want to take in existing squad, you may only take positions that are OPEN, or you may remain as a Free Operator) Theme:     Description of your character, how they act and Operate HP:        10 (Basic HP amount, can add +2HP for 1XP, etc.) Armor:     Damage Reduction amount, only viable if you have armor worn. Vests & Flak Jackets grant 1DR, Riot Armor & Body Suits grant 2DR. XP:        (New characters only start with 5XP)   Skill 1: ExampleSkillGoesHere (SkillRankGoesHere) Skill 2: Skill 3: Etc. etc.     *************************************************************************************************************************************** CHARACTER UPGRADES:   HP: hit points, health, what have you, a simple indicator of how much harm you can take in combat. From 10-18HP, you may spend 1XP to gain +2HP. From 20-28HP, you may spend 3XP to gain +2HP, capping at 30HP. Kraut's excellent cooking has had great effect on the Operators as a whole, greatly increasing their potential vitality and natural durability.   XP: you have 5 free XP available when you begin your character, and all Operators start with 10HP. That means you can take 5 Basic skills, or 4 Basic and add +2HP for a total of 12HP, or take 1 Basic skill along with 1 Expert and +2HP, OR ANY OTHER COMBINATION THAT MAKES SENSE. NO, YOU MAY NOT START WITH LESS THAN 10HP!   SKILLS: Basic skills cost 1XP apiece. You may UPGRADE a Basic skill to Expert rank for 2XP, and upgrade from Expert to Master rank for 10XP. (CURRENTLY LOCKED: Grandmaster rank: 20XP.) You may not, however, start a Basic skill and upgrade it in or after the same Operation. That is, you may only advance a skill ONE rank per Operation, even if you do not take part in that Operation, so one may take a Basic, or Basic to Expert, and so on. There is no limit on how many skills you may upgrade before or after an Operation. You may only have ONE Grandmaster rank skill!   >NUMBER OF SKILLS are currently capped at 13, that is, you may have a total MAXIMUM of 13 skills, which includes a maximum of 3 UNIQUE SKILLS and a maximum of 10 non-unique skills.   >STANDARD SKILLS may not be exchanged beyond a total of 51XP. If you want to change one out for another, the XP initially used in it's purchase will be lost.   >UNIQUE SKILLS MAY NO LONGER BE EXCHANGED. If an Operator decides one of their Uniques should be swapped out, then the XP used to purchase that skill WILL BE LOST, WITHOUT EXCEPTION!     *************************************************************************************************************************************** >DICE ROLLING: All standard rolls are performed using the [1d6] dice system, with additional modifiers and rolls depending on rank of skills, items, buffs, and misc. equipment. In combat, all roll results are reduced by 2, while out of combat or non-combat rolls function normally. Additional modifiers ONLY effect chance of success, but the base roll result will always be taken into effect for that action.   Rolling a 1 out of combat without modifiers is designated as a critical failure, which will lead to any number of catastrophes, disasters, or incredibly hilarious situations, while in combat rolling the same can lead to dropping a weapon, crashing into a tree, setting yourself on fire with a lit match, or any other (possible and likely amusing) bad results.   Rolling a 2 out of combat without modifiers is either a neutral result or may be ignored depending on numerous factors, while rolling the same in combat is a complete miss.   Rolling a 3 out of combat is judged as a slight success, such as gaining a small amount of interest from an NPC, while rolling the same in combat is considered a graze.   Rolling a 4 out of combat is considered a moderate success, while rolling the same in combat is considered a winging hit.   Rolling a 5 out of combat is considered a high success, while rolling the same in combat is considered a near-direct hit.   Rolling a 6 out of combat is considered a perfect success, while rolling the same in combat is considered a direct hit, and may cause additional effects depending solely on GM determined circumstances. As you can see, the higher the roll, the better the end result.     ***** ROLLING DICE FOR PRIMARY SKILLS: An Untrained skill allows you to roll:                 [1d6] EXAMPLE text of an Operator using an Untrained Movement roll, Basic Small Arms at Point Blank range, and with Heavy armor:   >The damned spider was hard to hit, and seemed about as sturdy as my trauma plate. I was getting tired, but it couldn't be helped. Performing a rather shallow combat roll under it, I was greeted with yet another frantic hammering as it's sharpened legs partially pierce the plate on my chest. [1d6-1] <2DR H.Suit Evade >Jacking the revolver into my hand, I took aim at it's disgustingly bright yellow body and squeezed the trigger twice because, let's face it, at this range how can I miss? [1d6+3] HOW ARMOR WORKS: each point of DR reduces physical damage taken by 1 PER attack made against the wearer. This does not apply to certain elements, Otherworldly, Spectral, or other unique forms of damage. For example: Operator A rolls a 3 and 5 using Basic Shotguns, adding +2DMG from the hidden bonus, vs Operator B wearing 2DR WORK IN PROGRESS: this system may be undergoing drastic chances in the future, as I have noted these limits to be somewhat constraining in comparison to many of the challenges that have been faced in the past. These numbers will change depending on many factors.     *************************************************************************************************************************************** SKILL LIMITATIONS AND USES IN THREAD:   At the start of your turn, once a GM has posted what occurred on the last turn, you are able to use your PRIMARY skills, ie: Ambush + Melee or Ranged attacks, Medical, Engineering, or Unique abilities, along with your FREE TO USE AT ANY TIME Movement roll, or ANY OTHER Untrained skill rolls, or higher ranks if available at the start of your turn. Iron Will and Perception, whether Untrained or higher, may be used at any time unless otherwise noted If you are targeted, ALWAYS try to Block or Evade damage regardless of your skill's rank.   EXCLUSIONARY LIMITATIONS: -Ambush and Stealth cannot be used in combat unless otherwise noted, OR if the Operator has an Auto-Stealth or Auto-Ambush capability.   -Melee cannot be used when one is out of technical range, ie: if your opponent is 3M away, and you do not have a polearm, it's likely you're going to miss your attack(s). Thrown weapons or items do not count against this.   -Ranged rolls cannot be combined, even if paired with a similar weapon. For the same purposes, dual wielding is much the same as it is in real life: inaccurate as shit, so don't expect to go Rambo. Battle Rifles, Combat Rifles, Shotguns, SMG's, etcetera, are all considered primary weaponry, and only ONE may be used at a time.   NOTES: ACTIONS TAKE PLACE IN THE ORDER THEY ARE WRITTEN. SO, IF YOU ATTEMPT TO USE SPEED -AFTER- ATTACKING A TARGET, THEN YOU'VE PROBABLY FUCKED UP AND AREN'T CLOSE ENOUGH TO HIT. SEMANTICS, PEOPLE, SEMANTICS! Actions may be performed IN ANY ORDER, however, you may ONLY Evade/Block damage or switch to another weapon if you have a Battle Rifle, Combat Rifle, or Heavy Weapon in Melee range IF THEY DO NOT HAVE A BAYONET, as they are not considered close combat weapons.     *************************************************************************************************************************************** PRIMARY SKILLS: all directly combat related skills are called Primary Skills. Only ONE primary offensive skill and ONE primary defensive skill may be used per turn, except for Ambush. This also includes Unique skills that cause damage, heal, or have other effects. The maximum number of offensive rolls for Melee (either with weapons or or throwing Explosives) or Ranged weapons is 8, not including elemental attacks, Charge, or Close Range rolls.   LIST OF PRIMARY SKILLS: only 1 of these may be used per turn: Alchemy, Energy Weapons, Engineering, Medical, Melee, all Ranged skills, ie: Archery, Combat Rifles/Shotguns, Battle Rifles, Small Arms, or Heavy Weapons.   >Block, Evade, and Speed rolls resulting from Movement are primary defensive skills, and can, as well as SHOULD, be used at all times, whether Untrained or not, in conjunction with all other actions.   >Engineering and Thievery can be combined to increase cumulative potential successes on a task, but only if the action makes sense. You can't, for example, place a trap and then attempt to create another on the spot.   >Engineering and Medical skills cannot be used in conjunction with offensive capabilities as they require total concentration, and if you are attempting to use either one you may only attempt to Block damage done to you.   >Melee and Ranged rolls may be combined for use; for more information on this see the Combined Arms section.   NUMBER OF ATTACKS: nearly all offensive ability Ranks, excluding Battle Rifles & Unique skills, equate to the number of attacks made. For example, if an Operator has Basic Small Arms, this means that his 2 rolls are counted as 2 individual attacks, whether by firing twice from a pistol or revolver, or 2 short bursts from a submachine gun (SMG). The same also applies to Melee, Small Arms, Combat Rifles, and LMG/HMG/Vulcan/Gatling or other Heavy Weapons rolls. Battle Rifle rolls, however, are defined by an Operator improving their talent for landing more damaging & accurate hits on targets.     *************************************************************************************************************************************** -ALCHEMY: the knowledge of and the ability to combine herbs, metals, chemical compounds, trace essences, and other esoteric ingredients or items to create liquids or powders to perform and achieve specific effects on either oneself, an ally, or against an enemy. Certain items require greater amounts of preparation, refinement, and processing in order to use, or they may be considered incomplete, poisonous, or dangerous to utilize. In order to use on an ally or target, the ally must either be close enough to use a specific item on, or MUST be thrown at the target using one's Melee skill with Alchemy rolled as a secondary action; doing this forces you to sacrifice your Movement rolls WITHOUT EXCEPTION.   NOTE #1: at Untrained or Basic Alchemy, an Operator may carry 1 item; at Expert, 2 items may be carried; at Master, 3 items may be carried; at Grandmaster, 6 items may be carried. The full list of Alchemy items is available in the Items & Equipment paste.   NOTE #2: Alchemy requires being taught to start with, and requires studying the processes combined with personal experimentation for a considerable length of time to improve.     *************************************************************************************************************************************** -Archery: combines the usage of all forms of bows, ie: shortbows, longbows, compound bows, great bows, and the various forms of crossbows. Adds +X to all Archery rolls, the modifier depending on the arrow and bow's enchantments or improvements, and causes an additional +2 damage PER roll upon landing a hit, inflicts Bleeding status on a critical hit or higher, but must be reloaded/drawn after every arrow or bolt is loosed. Your Movement roll(s) may be utilized to reload (or sacrificed if you are not being targeted) in the same turn, although standard bows are exempt from this at Expert rank and beyond. Upon encountering a heavily armored target, one may want to switch weapons as crossbow bolts and arrows are limited in number that an Operator can carry, and may not provide sufficient penetration on said targets.   NOTE #1: all standard arrows & bolts can be enhanced up to +2, and may not have an elemental attack.   NOTE #2: custom arrows & bolts can be enchanted and enhanced up to +4, may carry an elemental attack, and may gain Armor Pierce (DR penetration/negation) qualities.     *************************************************************************************************************************************** -AMBUSH: upon rolling Ambush and achieving a 6 or higher, an Operator gains 1 Ambush token. These tokens stack up to 2 for Basic rank, 3 for Expert, and 4 for Master. Ambush tokens may only be used as extra dice rolls for Explosives, Melee, Ranged, or certain Unique offensive abilities. ON YOUR OPENING ROUND OF COMBAT, you MUST use the saved Ambush tokens for extra attacks on your opening turn! Failing to use them on the opening turn means you will lose your current Ambush tokens, and you may not attempt to roll for extra Ambush tokens during an Operation once combat begins, unless otherwise noted. All normal modifiers that would be applied to Explosives, Melee, Ranged, or other offensive skills are added as per normal.   HOW AMBUSH TOKENS WORK: add ALL +X modifiers that you would normally use on your Explosives, Melee, Ranged, or Unique rolls, as Ambush tokens are simply an additional attack. Once you use up stored Ambush tokens, they are gone, so plan your actions WISELY! When rolling more than regular dice, you must hit at least 6 on your roll, thus: If you have [1d6+1] EXPLOSIVES: an Operator's rank of Engineering is used to detonate explosives, though this does not apply to grenades, or other thrown explosive weaponry.   -Stuns may not be consecutive and can be interrupted for some time, depending on species, armor, rank of opponent, and GM's discretion.   -When creating a trap using Engineering items (Duct Tape, Superglue, Rope, etc.), combine both your Engineering skill and item rolls to determine whether or not it has a hair trigger, functions properly, or merely does what's expected.   -When setting off a triggered trap, roll Engineering and add the bonuses from a Multitool/Toolbox if one was used and is applicable. If the trap is NOT triggered by the Operator, roll Engineering to determine the damage dealt.   -When combining Explosives, you may ONLY combine a certain number at one time. If you have Basic Explosives, you may combine 2; 3 at Expert; and 4 at Master/Grandmaster. This is a hard cap limit that you may NOT go over. Don't expect to be allowed to rig and throw 4 bombshells duct taped together either, as weight and size of each component ARE taken into consideration. MOAB's = not viable, in short.   Example of an Operator using Basic Engineering and WITHOUT using a Multitool: [1d6+1] ASSAULT: the standard usage, Assault signifies the use of melee weaponry, fists, boots, or even one's own skull at absolute minimum, to: stab an opponent, use a hammer to smash a sculpture, kick down a door, tear open a tough kevlar bag of Cheetos, shatter bricks with one's asscheeks, and other such physical requirements. Assault may be used against single OR multiple targets, but unless directly aiming for the target's weapons, shield, or specific points of armor, will have no defensive capabilities.   >PARRY: when attacking or attacked in melee, this signifies the use of, for an example: RIPOSTE: when attacking or attacked in melee, this signifies the use of, for an example: NOTE that the number of Melee rolls determines how close the grenade lands to the target, it's placement, the damage/blast/shrapnel radius, and etc. the total result of effects of which are determined solely by the GM.     *************************************************************************************************************************************** -MOVEMENT: Movement counts as three abilities in one, and can only be used in ONE of three forms each turn: #1: Block, which is used to prevent damage with melee weapons and/or a shield, and: #2: Evade, which is attempting prevent damage via dodging, rolling, or other actions. #3: Speed, which is used to determine order of attack AND distance traveled.   -Both Block AND Evade negate 1 point of damage for all results above 2. Operators must choose which version they are using by indicating as either: Any PC or NPC that is the target of the Medical skill cannot utilize Movement, and is limited to the use of one Primary and one Secondary action; performing more than one Primary and Secondary action will invalidate the efforts of the Medical skill's user.   >USAGE: combine all Medical rolls with each item's specific roll; 2 items are allowed for use per turn for Basic, 3 for Expert, and 4 for Master; the total results for all rolls indicate the amount of HP restored. Negative results DO NOT cause harm should there be a negative result made, unless performing a delicate operation! Morphine simply allows an Operator to act normally in Critically Wounded status for 3 turns, and does not to be rolled for.   >RESUSCITATION: when attempting to revive a downed living being that has passed beyond Critical status and has been deceased no less than 1 turn, ONLY one's Medical skill, with all applicable modifiers, may be rolled, in order to resuscitate them. Base critical failures, that is, a base result of 1, will severely hamper the attempt, while base critical successes will improve the chance to revive, depending on GM's discretion.   >NOTE THAT resuscitation cannot be performed on other species besides Humans, unless one has been properly trained, or acquired the appropriate information to do so.   *************************************************************************************************************************************** TASERS: all taser weaponry uses a single [1d6] roll (advanced versions will have modifiers, however) that cause 1 damage upon landing a successful hit. This weapon MUST be reloaded after every cartridge, though you may sacrifice your Movement roll(s) to reload a Tazer during your turn, however, battery based tasers do not have this limitation.   NOTE #1: the roll for a Taser is only to determine the accuracy of the stun effect: a roll of 1 or 2 means a miss or the opponent has resisted; roll result of 3 or 4: 1 round stun; roll result of 5: 2 round stun; roll result of 6 or higher: causes an automatic 3 round stun.   NOTE #2: tasers may not work on bosses or other special creatures indicated by the GM. After the number of turns stunned ends, the target may not be stunned for the next 4 turns.   NOTE #3: tasers DO gain bonuses from Leadership: Ranged, Fire On My Target (Dante's Unique), or personal Uniques that increase Ranged modifiers, but caps out at [1d6+2] to prevent from abusing the dice system.     ***** -RANGED WEAPONRY: the proper and effective use of mechanically and technologically based ranged weapons, designed to keep humans at (relatively) safe distances from their targets. All personally owned Ranged weapons WILL BE DETAILED in the Items & Equipment paste.   POINT BLANK RANGE: if you are at a close enough range, a GM may indicate that you MUST add +1 to all Ranged rolls on top of all other bonuses; Shotguns instead gain +3 to all rolls when at Point Blank.     ***** >SMALL ARMS: standard, often low pressure, velocity, or grain weight calibers in single or double-action, semi-automatic or submachine gun, aka: SMG, platforms (4.6x30mm, 5.7x28MM, 9x17, 9x19, 10MM, .40 S&W., & etc.): causes an additional +1 damage per roll upon landing a hit.   -An Operator may empty an SMG's magazine to attack multiple opponents: 2 targets for Basic, 3 targets for Expert, and 4 targets for Master.     ***** MAGNUM SMALL ARMS: heavier, more powerful calibers in revolver, semi-automatic, and submachine gun, aka SMG, platforms. (.327 Magnum, .357 Magnum, 10MM Magnum, .410 Shotshell, .41 Magnum, .44 Magnum, .45ACP, 454 Casull, .460ES, .480 Remington, .50 AE, & etc.): causes an additional +2 damage per roll upon landing a hit, penetrates 1DR on target.   >An Operator may empty a Heavy/Magnum SMG's magazine to attack numerous opponents: 2 targets for Basic, 3 targets for Expert, and 4 targets for Master.     ***** COMBAT RIFLES, whether carbine or full length, burst mode or fully automatic. (5.45x39MM, 5.56x45MM, 7.62x39MM, 7.62x51MM): causes an additional +2 damage per roll upon landing a hit. May empty a magazine to spread damage across numerous opponents: 2 for Basic, 3 for Expert, 4 for Master. Can only be used in concert with Melee if equipped with a suitable weapon.   >An Operator may empty a Combat Rifle's magazine to attack numerous opponents: 2 for Basic, 3 for Expert, and 4 for Master.     ***** SHOTGUNS, whether single or double-barreled, lever-action, bolt-action, semi-automatic, or automatic. (12, 16, & 20 Gauge): causes an additional +2 damage per roll upon landing a hit, causes additional kinetic trauma on a base critical. If you are using a shotgun at a range determined to be too far, you must roll at whatever penalty a GM states. Can only be used in concert with Melee if equipped with a suitable blade or other melee device.     ***** HEAVY SHOTGUNS, whether single or double-barreled, lever-action, bolt-action, semi-automatic, or automatic. (6, 8, & 10 Gauge): causes an additional +3 damage per roll upon landing a hit, causes severe kinetic trauma on a base critical. If you are using a Heavy Shotgun at a range determined to be too far, you must roll at whatever penalty a GM states. Can only be used in concert with Melee if equipped with a suitable weapon.     ***** BATTLE RIFLES, whether single or double barreled, lever-action, bolt-action, or semi-automatic. (.25-06, .264, .270, 7.62x51, 7.62x54, .30-06, .308, .300 WinMag, .338, & etc.): causes an additional +3 damage per roll upon landing a hit, penetrates 1DR on target.   >NO RECOIL: current Battle Rifles, that is, Battle Rifles in possession of Operators whom have been on Tallus for some time, have been extensively modified by Krinza to absorb and dissipate the shock from firing said weapon type. HOWEVER, for a new Operator that has not yet had their weapon serviced, this will still apply a penalty of -1 on all of the NEXT turn's shooting rolls if they choose not to Steady.   >SHOCK: A roll of 10 or greater incurs a penalty of -1 to all the targeted enemy's rolls the next turn, ONLY if you do not switch targets. Some targets, especially those that are hardened or heavily armored, may be immune to this effect. Can only be used in concert with Melee if equipped with a suitable weapon.   >STEADYING: Operators may skip 1 turn in order to Steady their aim, and must take their shot on the next turn with a bonus of +5 to ALL Battle Rifle rolls. Operators may NOT, however: fire and move, then Steady, OR: move and fire, then Steady, as the Operator MUST remain mostly motionless or will not be able to Steady their aim. In short, you are not Hancock, because even he found trying that shit absurdly difficult.   EXAMPLE of an Operator using Expert Battle Rifles with a Bipod, and Steadied with current ammunition: [1d6+8] MOVEMENT PENALTY: moving during your turn and then attempting to fire upon a target or targets incurs a penalty of -2 to all LMG/HMG rolls. Firing, then moving, remains unchanged   >SHOCK: On rolls of 9 or greater, incurs a -1 penalty to all enemies damaged or within close range for 1 turn.     ***** VULCANS, GATLINGS, & M134: causes an additional +5 damage per roll upon landing a hit. An Operator using this type of weapon cannot attempt to use Evade or Speed and fire in the same turn due to their often immense weight, and may only attempt to BLOCK damage dealt to said Operator. Heavy Weapons of this type most CERTAINLY cannot be used in concert with Melee.   >An Operator using a Vulcan, Gatling, M134, or similar weapons may fire upon up to 3 targets close together at Basic, 4 targets at Expert, and 5 targets at Master, with no penalties.   >SHOCK: On a roll of 9 or greater, incurs a penalty of -2 to all rolls on living targets, and possibly those nearby for 1 turn.     ***** -Specialized Anti-Personnel Calibers (.300 AAC Blackout, .300 Whisper, .450 Bushmaster, .458 SOCOM, ,50 Alaskan, .50 Beowulf, etc.): causes an additional +4 damage per roll upon landing a hit, penetrates 2DR on target. Typically short ranged, high penetration and damage calibers used for tough, large, dangerous game.   >If used in a Combat Rifle, use Combat Rifle rules; if used in a Battle Rifle, use Battle Rifle rules; if used in an LMG/HMG, use LMG/HMG rules.   >SHOCK: a roll of 10 or greater incurs a penalty of -1 to all the targeted enemy's rolls the next turn, ONLY if you do not switch targets. Some targets, especially those that are hardened or heavily armored, may be immune to this effect however. Cannot be used in concert with Melee if in a 2-handed platform.     ***** -Specialized Anti-Armor Calibers (.375 & .408 Cheytac, .50BMG, 12.7x82/102MM, etc.): causes an additional +4 damage per roll upon landing a hit, penetrates 2DR on target. Typically long ranged, highly accurate calibers meant for damaging tanks, APC's, aircraft, and the like.   >If used in a Combat Rifle, use Combat Rifle rules; if used in a Battle Rifle, use Battle Rifle rules; if used in an HMG, use HMG rules. A roll of 8 or greater incurs a -1 penalty to all of the targeted enemy's rolls the next turn, ONLY if you do not switch targets. Cannot be used in concert with Melee.   >SHOCK: a roll of 10 or greater incurs a penalty of -1 to all the targeted enemy's rolls the next turn, ONLY if you do not switch targets. Some targets, especially those that are hardened or heavily armored, may be immune to this effect however. Cannot be used in concert with Melee if in a 2-handed platform.   -SPECIALIZED ANTI-ARMOR RIFLES: >NO RECOIL: current Specialized Battle Rifles, that is, Specialized Battle Rifles in possession of Operators whom have been on Tallus for some time, have been extensively modified by Krinza to absorb and dissipate the shock from firing said weapon type. HOWEVER, for a new Operator that has not yet had their weapon modified and serviced, this will still apply a penalty of -1 on all of the NEXT turn's shooting rolls if they choose not to Steady.     ***** -Heavy Anti-Tank Cannon-class Calibers (14.5MM, 15MM, 17MM, 20MM, & etc.): causes an additional +5 damage per roll upon landing a hit, penetrates 3DR on target(s). MAY ONLY BE ACQUIRED IN BATTLE RIFLE OR HMG PLATFORMS. Cannot be used in concert with Melee.   >STEADYING: if acquired in a Battle Rifle platform, you may skip a turn to Steady your aim, and take a shot the next turn with bonus of +5 to ALL Ranged rolls of this type. You may NOT, however, fire and move, then Steady, or move and fire, then Steady. the Operator MUST remain mostly motionless or will not be able to Steady their aim.   >SHOCK: on a roll of 10 or greater, incurs a penalty of -2 to all rolls to the targeted enemy the next turn, ONLY if you do not switch targets. Some targets, especially those that are hardened or heavily armored, may be immune to this effect however.   >NO RECOIL: current Heavy Anti-Tank rifles, that is, Heavy Anti-Tank rifles in possession of Operators whom have been on Tallus for some time, have been extensively modified by Krinza to absorb and dissipate the shock from firing said weapon type. However, for a new Operator that has not yet had their weapon serviced, this will still apply a penalty of -2 on all of the NEXT turn's shooting rolls if they choose not to Steady.   -SPECIALIZED CANNON CLASS RIFLES: >NO RECOIL: current specialized Cannon Class Battle Rifles, that is, Cannon Class Rifles in possession of Operators whom have been on Tallus for some time, have been extensively modified by Krinza to absorb and dissipate the shock from firing said weapon type. HOWEVER, for a new Operator that has not yet had their weapon modified and serviced, this will still apply a penalty of -1 on all of the NEXT turn's shooting rolls if they choose not to Steady.     *************************************************************************************************************************************** THIEVERY: Thievery is another three-ability-in-one skill, covering: picking or otherwise defeating locks, identifying, placing, and removing non-explosive traps or explosive traps, or identifying and stealing from a single target.   NOTE #1: ONLY the highest roll of Thievery is taken into account for