Title: Operator Handbook Author: PonyStrangler Pastebin link: http://pastebin.com/B4PD8nAi First Edit: Monday 11th of November 2013 04:12:00 PM CDT Last Edit: Last edit on: Friday 26th of August 2016 04:33:49 PM CDT Welcome to Razorback Company, Rookie! #OiE is a Freeform-based RPG with Operations here and there, ran with a HEAVILY modified and streamlined version of Simple D6, Edition 1, with numerous simplifications, additions, and a host of fully custom game systems.   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, when in thread click to activate in order to see roll results.   *************************************************************************************************************************************** NEW INSANITIES! >Brand new DLC's, available on any of your favorite (or most hated) electronic devices! The currently unlocked expansions are:   -Construct Madness! "Heh, it used to be if you wanted attention, you'd just shout 'Construct!' and everypony goes straight into combat stance. Now though, we're a little wiser, can't let 'em know that you know they're here. Oh sure, we've got hundreds of shells, weapons, both whole and in parts, little bits and pieces of this or that.. there's even some place that I ordered be filled with all their damned orange 'blood', or whatever it is. Can't tell you where though, that's a secret. If you've ever wondered what an unstoppable, biomechanical tidal wave of logic, backed up by weapons that makes your own tech seem pathetic in comparison looks like, you don't have to wonder any longer. They're back for another round, and after all the wars we've had with 'em, who knows? They might just win this time." -Twisted Wing   -Ethereal Plane! "As old as the other Planes, the Ethereals are ruled by a caste system that is absolute and totalitarian, with zero mercy given for ignoring the lightest, most useless of orders. They abide by maddening laws that defy comprehension, more alien to us than that of the Dominion's laws, concern themselves with preventing incursions from other Planes and worlds, and, some have rumored, are privately at war with their own supposed allies, the Crystal ponies. I have to question what the 'external threats' that they claim to defend against truly are, and what, precisely, we are now forced to deal with." -Denra   -Imminent Retrieval! "At times, it becomes prudent to.. dispose of something. A creation too terrible, horrifying, devastating, abominable even. It does not matter if this thing is physically, mentally, or politically harmful to keep about, only that it must be disposed of in the quietest of manners. ..of course, sometimes an enemy does too. At that point, it becomes more prudent to deny that enemy what they have willingly chosen to dispose of, and to acquire it with all due haste. The true problem, however, is what to do once it is in your possession, and what you must do to keep it that way." -Hodch   -Medical Lesbians! "I'm not quite sure where they've all come from, but this much I know: nurse and doctor pairs, nearly all of them unicorns so far as we have seen, with Crystal ponies as the remainder, have been sent to most every city and town in Equestria, as well as the capitals and major cities of other countries, city-states, and etcetera. They're given a single clinic building, much like how the old one here was, a large number of extraordinarily potent alchemical and medical supplies, and allowed to hoof out flyers stating that they will treat virtually anypony, or anyone for that matter, whom enters, whether injured, ill, or what have you. Of course, I find it a little odd that they all demonstrate such remarkably high aptitudes for medical care, but what is most concerning is that if somepony, or someone, enters and is not wounded or sick, they.. put on a show. By that, I mean with each other. Sexually. Which begs my next question: what, exactly, ARE they doing on Tallus?" -Tipper   -Resurgence of the Dynasty! 'The head of every earth pony, whether they know it or not, is subtly bowed in shame. The ancient fields of their ancestors, once resplendent and coveted by all, yes, even a few Changelings, have been neglected and now lay fallow, doomed to grow little more than endless fields of grass above blood-soaked soil. Their stone halls, parts of the Vigil formed to repulse Undead that tormented the living, now lie silent, buried deep in the earth with their memories forgotten. Their mares, the bearers of their entire species, have grown desperate for answers as to why when each colt is birthed, there are ten fillies, and more than that in some places. As a species, they bear the collected guilts and crimes of the Empress upon their necks. As I have seen through my life, that weight has crippled them. At times I find their dedication to make up for her reign odd; it is both honorable, yet morbid, though it bears little meaning in this era; we have accepted history, especially the leaders of history, for what it is, and learned important lessons that we would not have otherwise. As of late, however, each earth pony I have come across is... restless, nervous, liable to snap vocally, or even physically, at the smallest provocations, and they refuse to tell me why. Make no mistake: there is nothing that makes me more cautious, or concerned, than a restless earth pony.' -Roust     *************************************************************************************************************************************** NEW FEATURES: >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 foalnadoes if applicable.   OPTIONS INCLUDE: >Hoofboots, hoofclaws, hoofspikes, biteblades, and short swords may be equipped by all ponies! >Custom Light Armor may be worn by all ponies! >Single and wing-covering custom Wingblades, are, of course, still pegasi only! >New item: Custom 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! >Custom Medium weaponry may be equipped by all but pegasi! >Custom Medium Armor may be worn by Crystal/Earth ponies and Saddle Arabians! >Custom Heavy weaponry may only be equipped by Saddle Arabians, and Crystal & Earth ponies! >Custom 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!     ***** P.U.P.S.! >Not a highly secret project by any means, P.U.P.S., short for Personal/Ponial Utility Platform Structures, were developed by Bren's engineering research into the human ideas of standard structures. Incorporating the idea of modularity into her own designs, she produced a number of small buildings and defensive structure schematics that could be constructed at a moment's notice and delivered via translocation matrices, or through unicorn translocation if such is unavailable. The majority of P.U.P.S. are lightweight enough to be easily carried, moved, or teleported about once in field, and are designed to accommodate extra armoring or additional utilities if requested. The Heavy Barricade, both Outposts (still under construction), and the Adv. Survival Shelter (coming soon!) all come with retractable wheels for movement.   -Light Barricade: 150 Armor, 4DR, Destructible. A single slab of thinly steel plated, moderately enchanted ironwood, 3' tall, 5' long, and 2" thick, stabilized by a pair of steel brackets with 1' long skids mounted on both ends to prevent it from being knocked over. A light barricade constructed solely for the purpose of fast deployment, the frontal facing is slanted at a 40 degree rearward angle, providing modest cover if disguised properly, offers decent protection against lesser threats, and has a moderate chance of deflecting ranged attacks. Humans are quite capable of dragging one around with relative ease, and can shelter two Operators at a time if they squeeze together behind it, though for obvious reasons isn't suited to defense against any other threats. Once the Light Barricade's Armor has been entirely depleted, it will no longer provide any protection.   -Standard Barricade: 300 Armor, 6DR. A single slab of enchanted, externally steel-plated ironwood barrier, 4' tall, 7' long,  4" thick, stabilized by a pair of heavy steel brackets with 2' long skids mounted on both ends to prevent it from being knocked over. Considerably more protective than the light barricade, the standard version is meant for deployment against significant ranged threats, and as a result is quite a bit heavier. The frontal facing is slanted at a 35 degree angle rearwards, providing a high degree of protection against most threats, even unicorns, and if needed can be further armored by additional plating. Requiring two Operators to maneuver due to it's weight, the standard barricade is difficult to disguise due to it's shape, yet is sturdy enough to allow for the placement of directional explosives, particularly mines, on it's facing, making ear plugs a bit more valuable than they used to be.   -Heavy Barricade: 450 Armor, 8DR. An externally steel-plated, heavily enchanted ironwood barrier, 5' tall, 8' long, and 6" thick. When her initial design of the heavy barricade was unable to be moved by an 8-man squad of Operators, Bren was forced to ask Krinza for a mechanical solution to her overbuilt problem. Questioning Clemency's on his knowledge of aircraft and Kraut's vehicle aptitude, Krinza hoof-forged six steel mechanically retractable and swiveling legs, along with an equal number of maple wood wheels, sealed over by several layers of vulcanized rubber, melding them onto stainless brackets, further melding four also retractable landing skids to allow for additional support and some maneuverability in field. Despite the innovative (to ponies) additions, it still requires either a minotaur, a mature earth pony, whether psion or not, or a unicorn to aid in moving this particular barrier, and is next to impossible to disguise due to it's dimensions, though allows three Operators (or four manlets) to take cover behind it.   -Ambush Blind: 75 Armor, 1DR. A simple, easy to conceal ground blind frame, 3' tall, 6' long, and 3' wide. Little more than four thin walls with a opening large enough for a heavy rifle in the front, this skeletal frame is meant to be carried by an Operator, or a pony of unicorn size and smaller, without hindering them much. As it's weight had to be under 25 pounds to allow any human wanting one for their own use, Bren's crew needed more small dimension wood planks than could be readily cut down from the massive stocks of ironwood, and began harvesting smaller trees and larger shrubs around Razorback Fortress, specifically those of light weight and moderate durability, though they placed greater importance on neutral wood colorations that could be hidden in field, ready to be disguised and concealed at the user's opportunity.     ***** SAVING! >You may now 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!   -You will also be auto-saved upon using use of the Miniature Translocation item, though there may be side effects such as dire seagulls and explosive penguins!   -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 or noncombat actions such as healing and curing allies, failing to cook cherries properly, and picking locks! However, only TWO Support Actions may be taken per operation, so choose whom you want to aid you wisely!   -Allies & Companions available for Support Actions: Bren, Caliya, Cu'Nir, Mercy, Naliyna, Roust, Twisted Wing     *************************************************************************************************************************************** NEW ENCOUNTERS: >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!   >ELITE Operations are now open! An Operator with a minimum of 51XP may join a Team Operation, but will require 71XP to go on a Solo Operation! BE ADVISED~ that while the rewards are FANTASTIC, the dangers are much GREATER than before!   >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!   >MEDICAL LESBIANS! Almost every city in Equestria, and the capitals of most countries, now have a Medical Clinic that offers free services designed SPECIFICALLY to cater to your injuries! Please note that injuries may be awarded to an Operator should they so desire.   >XL, XXL, & Monstrous enemies have been unlocked! Don't go wandering around the Everfree hoping to stay unmolested, or you will know true pain!     *************************************************************************************************************************************** -List of Operators and their skills:    http://pastebin.com/JktpVZLG   -List of Operator innawoods pictures:   http://imgur.com/a/9zfyN#3   -BULLETIN BOARD:                        https://pastebin.com/UaxgkbgV   -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 goes here, obviously) Position:  (What position you want to take in existing squad, 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 that an FNG 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!   >THE TOTAL 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 no longer be exchanged when an Operator has 51XP or more. If you want to change out one skill for another, the XP used in it's purchase is permanently be lost.   >UNIQUE SKILLS MAY NO LONGER BE EXCHANGED. If an Operator decides one of their Uniques should be swapped out, all XP used to purchase that skill WILL BE LOST WITHOUT EXCEPTION!     *************************************************************************************************************************************** ROLLING DICE: All standard rolls are performed using the [1d6] dice system, with additional modifiers and rolls depending on rank of skills, bonuses from armor, weaponry, enchantments, and misc. equipment. In combat, all roll results are reduced by 2 unless otherwise indicated, while out of combat or non-combat rolls function normally. Additional modifiers ONLY effect chance of success, but the base roll result or cumulative base results are 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] SUBTYPE: Acid: intended to weaken and damage armor or weapons, causes additional damage to hardened or very soft targets. Extremely effective against all living targets, does little against Spectral beings.   -Void: may cause random forms of harm, disintegrate body parts, and can severely damage to armor and weaponry. Deals excessive additional harm to fragile and non-Void beings. Highly effective against all living and non-living beings, does not effect Void based creatures, and has been noted to cause beneficial effects on beings from the Vortex plane. >SUBTYPE: Shadow: a weaker form of Void that causes instant harm to an affected area, most often in the form of flesh, bone, or material splits and fractures. Effective against all living and non-living beings, but has great difficulty overcoming heavy armor.   -Water: may slow down an enemy from additional weight, cause kinetic trauma, or put out physical fire; if mystical water, then may put out mystic-based flame effects. Moderately effective against all targets, but does little against Spectral or Undead beings.   NOTE #1: attacking an elemental being with it's opposing element deals either DOUBLE, TRIPLE, or QUADRUPLE damage depending on the enemy's size, resistance, and other factors. Operators and NPC's may also activate elemental effects of a weapon, without actively harming a target, to intimidate oppositely aligned elemental opponents.   NOTE #2: when attacking with an elementally enchanted melee weapon, an Operator or NPC may choose to NOT utilize the element, if they would prefer.   NOTE #3: offensive elemental or non-elemental enchantments & attacks may ONLY gain additional bonuses from Fire On My Target, Dante's Unique, or the use of Marker, an alchemical debuffing item.   ***** >STANDARD PERSONAL ENCHANTMENTS: passive, reactive, or standard effect based enchantments are used to improve the protection of armor and equipment, allowing an Operator additional abilities that they are not capable of performing themselves, such as granting elemental resistances, limited float capacity, automatic defensive abilities, and much more.   -Float: a variable strength enchantment that reduces or nullifies the weight of it's bearer, allowing one to remain a certain distance above solid objects and ground with a potential chance for limited directional and controlled flight depending on speed and strength of the enchantment. May provide Movement or Stealth bonuses if the enchantment is performed by a Grandmaster ranked Caster, or a Crystal pony ranked Superior or higher.   -Slowfall: an enchantment that slows one's velocity from falling with mental command, and will automatically stop it's bearer from crashing into solid objects, ground, or floors. This effect cannot be overridden and will always prevent a crash landing.     *************************************************************************************************************************************** ARMOR SYSTEM: Unarmored Operators gain +1 to all Movement rolls, while Vests, Light Suits, and Light Armor provide 1 DR (Damage Reduction), and have no penalty to Movement rolls. Unmodified Heavy Suits and Heavy Armor provide 2 DR, and have a -1 penalty to Movement rolls. Unique armor may confer other bonuses or negatives depending on what was used to create it or enchantments added.   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 undergo drastic changes in the future. I have noted that certain limits are somewhat constraining in comparison to many of the challenges that have been faced in the past. These numbers will change depending on many factors as a part of playing.     *************************************************************************************************************************************** >SPECIAL SKILLS: whether an off-and-on college student, an unfunded side-project researcher, a not-so-armchair tactician, an unlicensed electrician, electronics gurus, robotics tinkerers, mechanical liaisons, these interests and more tend to define certain Operators, either due to their profession or simply using their spare time in an interesting fashion. As the majority of information, techniques, and working skills brought with an Operator is all that they may ever have available, it has become prudent to collect and collate human knowledge in order to adapt to Tallus' subtle differences, particularly when it comes to the physical sciences. Since most Operators understand the basics of Tallus' uniquely long and large scale histories, some have consumed enough knowledge to progress beyond their original interests, becoming adequate substitutes and functioning in place of, or possibly even matching, many of the dedicated long term faction members they've come into contact with, taking on vital or just plain missing roles due to the small number of humans making up Razorback Company. Due to the broad, near endless wealths of knowledge open to humans, it has become quite easy to safely experiment in absentia.. whether or not that's a good thing is up for debate.   ***** AVAILABLE LORE OPTIONS: -An Operator may choose a maximum of TWO possible options below, but is limited to a maximum of ONE Ability.   *FACTIONS: all known factions lifted in the Hoofbook.   *PHYSICAL SCIENCES: Alchemy, Astronomy, Chemistry, Ecology, Geology, Meteorology, or Thermodynamics.   *SPECIES: #1: Tallus Ponies, e.g.: Batponies, Changelings, Crystal ponies, Earth ponies, Pegasi, Unicorns, etc. #2: Exotic Tallus Inhabitants, e.g.: Drakes, Gryphons, Rams, Minotaurs, Saddle Arabians, Tallus Basilisks, etc. #3: Otherworldly beings, e.g.: Alicorns, Dragons, Eyes, Tallus Harpies, etc. #4: Planar beings, e.g: Constructs, Dominion, Ethereals, Vortex, etc. #5: Spectral beings. #6: the Undead.   *ABILITIES: Biology, Research.   NOTE: if an Operator has Lore: Tallus Earth ponies, they will also be able to perform that Lore if attempting to recall information about the associated factions, countries, and city states that are involved with, or has a well known number of earth ponies. This rule is not entirely inclusionary as specific pieces of information, such as cultural attitudes about what color is considered the cutest between mares of one city distant to another, for example, may differ greatly.   ***** LORE RULES: -The result of rolling for Lore knowledge on a subject or science indicates the total number of important details or specific pieces of information available to an Operator at the time. In effect, this is played out as an Operator searching their memory for relevant information and known factors.   -The use of Lore may also be used in conjunction with Research, however, one may not take a Lore if they already have the standard skill for it, such as attempting to combine Lore: Alchemy with one's Alchemy rolls since the standard skill is often superior.   -Attempting to recall a Lore may only be performed ONCE per Operation, and ONCE between Operations. It is highly recommended that one does not use a Lore during combat.   ***** LORE TITLES, XP COST, & ASSOCIATED ROLLS: -Amateur:     costs 1XP. Allows a [1d2] roll. -Apprentice:  costs 1XP. Allows a [1d3] roll. -Pupil:       costs 1XP. Allows a [1d4] roll. -Observer:    costs 2XP. Allows a [1d5] roll. -Junior:      costs 2XP. Allows a [1d6] roll. -Adept:       costs 2XP. Allows a [1d6+1] roll. -Proficient:  costs 3XP. Allows a [1d6+2] roll. -Senior:      costs 3XP. Allows a [1d6+3] roll. -Graduate:    costs 4XP. Allows a [1d6+4] roll. -Teacher:     costs 5XP. Allows 2x [1d6+4] rolls.     *************************************************************************************************************************************** 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, Light or Heavy Energy Weapons, Engineering, Medical, Melee, all Ranged skills, ie: Archery, Combat Rifles/Shotguns, Battle Rifles, Anti-Tank Destroyer, Small Arms, or Heavy Weapons.   >Block, Evade, and Speed rolls resulting from Movement are typically used defensively, 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 ROLLS/ATTACKS: nearly all offensive abilities, excluding some Energy Weapons, all Battle Rifles or Anti-Tank Destroyer weapons, and Unique skills, equate the number of rolls used directly to the number of actual 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 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 and Anti-Tank Destroyer rolls however, are defined by an Operator improving their talent for landing more damaging & accurate hits on targets.   RELOADING: whenever an Operator's ranged weapon has run dry of ammunition, they may choose to either skip a turn to reload, or they may sacrifice their Movement reload their firearm in the same turn. This limitation applies to all magazine, clip, belt-fed, internal magazine storage, energy-based, and explosive weapons, while the rule differs for bows and crossbows.     *************************************************************************************************************************************** -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) must be sacrificed in the same turn, although this is exempted if one has both Expert Archery & Expert Movement. 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: standard arrows & bolts may be improved or enhanced up to +2, but may not have an elemental attack.   NOTE #2: custom arrows & bolts may be enchanted and enhanced up to +4, may carry an elemental attack, and may have improved Armor Pierce (DR penetration/negation) qualities depending on the materials used.   >VITAL SHOT: similar to the Steadying rule for Battle Rifles. An Operator with Basic Archery may skip their turn, focusing on a specific weakness, whether suspected or confirmed, a specific bodily part, or vital organ, and upon the next turn loose their current arrow or bolt with a bonus of +3 to ALL Archery rolls. Operators may NOT, however: fire and move, then Steady, OR: move and fire, then Steady, as the Operator MUST remain mostly still or they will not be able to perform a Vital Shot.     *************************************************************************************************************************************** -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. -NOTE #1: stuns may not be consecutive and can be interrupted for some time, depending on species, armor, rank of opponent, and GM's discretion.   -NOTE #2: 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.   -NOTE #3: 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.   -NOTE #4: 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] PARTICLE PROJECTION: an extraordinarily costly and difficult to maintain form of semi-energy weaponry that expels a stream of focused protons, ions, or relativistic sub-molecules in sequence from a heavily shielded electromagnetic chamber through a hyper-conducting barrel, typically meant for defeating advanced or exceptionally thick armor. The stream of charged particulates is able to tear through armor with ease, though for their size they tend to do slightly less damage than other energy weapons. Particle projection systems usually weigh upwards of 100 pounds for shoulder-mounted anti-tank versions, and are very limited in the number of firing cycles they can achieve. Smaller pistol and rifle particle projection weapons are slightly more powerful and longer ranged than traditional weaponry, yet have much fewer charges available for use.   NOTE: particle projection weaponry may also cause erratic electrical fluctuations against technological targets on max criticals, causing additional heat buildup, flash-burning processing chips, melting/slagging metallic components, and other miscellaneous reactions.   PARTICLE PROJECTION WEAPON SIZES: -Pistol:       ignores 2DR & causes an additional +1 damage per roll that lands.   -RIFLE:        ignores 4DR & causes an additional +2 damage per roll that lands.   -ANTI-TANK:    ignores 6DR & causes an additional +3 damage per roll that lands.   -CANNON-CLASS: ignores 8DR & causes an additional +4 damage per roll that lands.   ***** -PLASMA: plasma weapons deliver a semi-contained and super-heated substance of varying coloration, typically disposable materials, through a superconducting barrel via an electromagnetic propulsion ejection system. Most weapons of this type have integral internal shielding to prevent a pinch-bottle reaction from forming and subsequently detonating, though prototype and early models on human worlds tend to be overlooked when it comes to safety standards or requirements. Most of a plasma weapon's weight is taken up by smaller, heavy components, and 'ammunition', such as it is, can be relatively lightweight and virtually limitless (glass, sand, small rocks, etc.), thus weapons of this type tend to use fiberglass, plastic, or synthetic stocks & parts to lighten overall weight as they require little maintenance and can be cheaply or easily replaced. Larger variants of plasma weaponry often weigh much the same as similarly styled combat rifles, while shoulder-mounted and anti-tank variants tend to be considerably heavier than traditional weapons.   NOTE: plasma weapons typically deal double damage against armor and weaponry quicker than other energy weapons, but often misfire, jam, fail, overheat, and even explode on base results of 1.   PLASMA WEAPON SIZES: -PISTOL:       causes an additional +2 thermal damage per roll that lands.   -RIFLE:        causes an additional +4 thermal damage per roll that lands.   -ANTI-TANK:    causes an additional +6 thermal damage per roll that lands.   -CANNON-CLASS: causes an additional +8 thermal damage per roll that lands.     *************************************************************************************************************************************** -MELEE: a three-in-one skill that encompasses the proper and effective use of one's fists during unarmed combat, knives, daggers, axes, machetes, swords, lances, flails, shovels, a lock in a sock, and etcetera. ALL MELEE WEAPONS cause an additional +1 damage per roll upon landing a hit.   -NOTE #1: even at Untrained, Melee grants an additional [1d6+1] roll for either a 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, does not provide any 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: SPEED: the first usage is actual Speed, which gauges the user's distance traveled and/or order of attack, often called Initiative, Reaction Speed, or similar terms in other dice games, that is used against an opponent to determine whom acts first; for example, if OperatorA rolls a 5 on Speed and Enemy1 rolls a 6 on Speed, this allows Enemy1 to attack before OperatorA does, forcing OperatorA to defend.   >BLOCK: the secondary usage, used to deflect or absorb damage with melee weapons, one's own armor, or an equipped shield.   >EVADE: the third usage, used to prevent damage via dodging, rolling, or other contextual actions. May also be used to evade oncoming Formations.   NOTE: 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: Basic Movement:  allows an Operator to jump a maximum of 1M in height, safely fall from a height of 3M, and leap a maximum of 4M in length. >Expert Movement: allows an Operator to jump a maximum of 2M in height, safely fall from a height of 6M, and leap a maximum of 8M in length. >Master Movement: allows an Operator to jump a maximum of 3M in height, safely fall from a height of 9M, and leap a maximum of 12M in length.   ***** -MOVEMENT TRAVEL & RANGE FOR OPERATORS & NPC'S: >DISTANCE: for the purpose of physical distance traveled in meters during an Operation: the highest roll result of Speed times 10 equals the number of meters traveled. >RELATIVE VELOCITY: for the purpose of physical acceleration: the highest roll result of Speed times 5 equals the MPH (miles per hour) traveled.   -MOVEMENT TRAVEL & RANGE FOR FLIGHT CAPABLE OPERATORS & NPC'S: >DISTANCE: for the purpose of physical distance traveled in meters during an Operation: the highest roll result of Speed times 15 equals the number of meters traveled. >RELATIVE VELOCITY: for the purpose of physical acceleration: the highest roll result of Speed times 5 equals the MPH (miles per hour) traveled.   -MOVEMENT TRAVEL & RANGE FOR VEHICLES: >DISTANCE: for the purpose of physical distance traveled in meters moved during an Operation: the highest roll result of Speed times 30 equals the number of meters traveled. >VELOCITY: for the purpose of vehicular acceleration: the highest roll result of Speed times 5 equals the MPH (miles per hour) traveled.     *************************************************************************************************************************************** -MEDICAL: medical capabilities on Tallus are a much starker and differing contrast to normal skills, even compared to Stealth, as it no longer takes weeks or months to recover from an injury, even those considered crippling or fatal. Omnipresent, beneficial energies drawn from the world itself are used to infuse simple recovery items, heightening their effects once applied or used. Since items are static on Operations and resupply is difficult, it is recommended that one be careful with their use.   NOTE #1: 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 then 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 less than 2 turns, 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 #2: 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 SPECIAL RULE: -PUT HIM DOWN! Any Operator whom turns against Companions, Allies, another Operator, non-combatants, loses his mind, acts in an insane fashion, or is seen willingly or unwillingly damaging Razorback's reputation may be assaulted with an automatic +2 bonus with Melee or Ranged weapon rolls if using non-lethal or less-than-lethal force, such as aiming for the offender's legs or arms, and upon a result of 6 or higher the targeted Operator suffers a -4 penalty to ALL rolls. If, however, an Operator chooses to use lethal force, then the bonus becomes +4.     *************************************************************************************************************************************** -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 * Heavy 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. 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.   >SHOCK: on a roll of 10 or greater, incurs a penalty of -2 to all rolls to the targeted enemy the next turn due to high kinetic trauma.   ***** 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.   >SHOCK: on a roll of 10 or greater, incurs a penalty of -3 to all rolls to the targeted enemy the next turn due to severe kinetic trauma.     ***** HEAVY WEAPONS fall into three different categories, the first being Light Machine Guns (LMG's) & Heavy Machine Guns (HMG's); second are missile, rocket, and grenade launchers; while the third is composed of miscellaneous heavy weapons such as flamethrowers, cryogenic liquid dispensing weaponry, and others that do not fit the first or second definitions. Heavy Weapons cannot be used in concert with Melee.   HEAVY EXPLOSIVE WEAPONRY: -An RPG, M79 or M203 grenade launcher, or other similar weapons, can only be reloaded during your turn by sacrificing your Movement roll(s). NOTE that the M203 counts as a Battle Rifle using Explosives rules, so ONLY add +1 to Battle Rifle rolls when launching the grenade.   -The M72 Law (a disposable single-use rocket launcher), M79/M32 and other Grenade Launchers, any of the RPG series (rocket-assisted grenade launchers), or ANY OTHER missile, rocket, or grenade launcher rolls are used to determine both damage AND splash radius.   LIGHT MACHINE GUNS (LMG's) & HEAVY MACHINE GUNS (HMG's): (.303 British, 7.62x51, 7.62x54R, etc.): causes an additional +4 damage per roll upon landing a hit. At Basic Heavy Weapons and using an LMG or HMG, an Operator can fire upon 2 targets close together with no penalties, 3 targets at Expert, and 4 targets at Master. LMG's and HMG's cannot be used in concert with Melee.   >MOVEMENT PENALTY: moving during your turn and then attempting to fire upon a target or targets incurs a penalty of -4 to all LMG/HMG rolls. Firing, then moving, remains unchanged     ***** 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.     ***** 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. 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: an Operator may skip their current 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] 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.   ***** -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.   >SHOCK: a roll of 10 or greater incurs a penalty of -2 to all the targeted enemy's rolls the next turn. 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.   >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.   >STEADYING: an Operator may skip their current 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.     ***** -Light 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, an Operator may skip a turn to Steady their aim, and fire the next turn with bonus of +5 to ALL Ranged rolls of this type. 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.   >SHOCK: on a roll of 10 or greater, incurs a penalty of -3 to all rolls to the targeted enemy the next turn. Some targets, especially those that are hardened or heavily armored, may be immune to this effect however.   >NO RECOIL: current specialized Light 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, or Kraut, to absorb and dissipate the shock from firing said weapon type. HOWEVER, for a new Operator that has not yet had their weapon serviced and extensively modified, this will still apply a penalty of -2 on all of the NEXT turn's shooting rolls if they choose not to Steady.     ***** -Heavy Anti-Tank Cannon-class Calibers (20MM, 23MM, 25MM, 30MM): causes an additional +6 damage per roll upon landing a hit, penetrates 4DR 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, an Operator may skip a turn to Steady their aim, and fire the next turn with bonus of +5 to ALL Ranged rolls of this type. 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.   >SHOCK: on a roll of 10 or greater, incurs a penalty of -4 to all rolls to the targeted enemy the next turn. Some targets, especially those that are hardened or heavily armored, may be immune to this effect however.   >NO RECOIL: current specialized Heavy 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, or Kraut, to absorb and dissipate the shock from firing said weapon type. HOWEVER, for a new Operator that has not yet had their weapon serviced and extensively modified, this will still apply a penalty of -2 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