NiS/New Skill Tables

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Piloting[edit]

  1. Ace: The pilot is a master of aerial and space maneuvering. If an Ace is lead pilot in the ship, the ship gets +2 to it’s Maneuver characteristic. If an Ace is piloting a drip ship, he reduces the penalty for landing stunts by one.
  2. Jump Sense: Although no one understands the warp, some longtime pilots and navigators gain a feel for its ebb and flow. Maybe they are just lucky, but they tend to get to their destination a little bit safer than everyone else. A ship piloted by someone with this skill may re-roll one travel die for each trip. If this skill is rolled again, increase the amount of the re-rolled dice by +1.
  3. Evasive Maneuvering: If a pilot with evasive maneuvering is running from a fight, he gets +2 to his maneuver score. Note, however, that if the pilot opts to do evasive maneuvering, the ship may not return fire if it wins combat, even if it has a dorsal turret. If the pilot is in a drop ship, all over watch shots during landing are at –1 to hit.
  4. Push It: The pilot knows how to suck every last ounce of power out of a drop ship. Increase it’s speed by +2. Also, if the drop ship is on the tabletop, it gets +2” per each band of speed.
  5. Fighter Jock: A fighter Jock may make a pinpoint strike and receive the bonus for multiple combatants. However, instead of rolling the ships sensors to see if the strike is successful, he must make an initiative test.
  6. Natural: Whenever a natural gains experience in a ship, he gets an additional d3 experience. (i.e., for surviving a ship-to-ship fight, the pilot would get d6+d3xp).

Engineering[edit]

  1. More Power: The engineer knows how to suck the most speed possible from the ship’s engines for a short period of time. When the captain demands more power, the ship gains +2 speed, but at the end of each round it must make a reliability check. If the check fails, the speed burst goes away. If the reliability check comes up a 6, roll a second reliability check: if this check fails, the strain on the engines has caused a point of damage to them.
  2. Machinist’s Touch: No one knows what it is about the guy, but machines just want to run for him. All his rolls on the ship repair table are at –1. This skill may be taken up to three times for the maximum of –3.
  3. Troubleshooter: The engineer is lightning quick at diagnosing the ships problems, and thus he is able to cover more ground after the battle. You may use him to repair two locations instead of the usual one.
  4. Fabricator: The engineer is an expert in metal craft, so if he has the proper equipment, he is able to hand-make any spare parts that are difficult to find. If the fabricator has access to a workshop or a machine shop, he may ignore the rarity part requirement for repairs as well as the variable cost d6. If there are multiple rarities in order to avoid a permanent statistic loss, he may only ignore the lower value: thus you must still search for the higher value to avoid permanent damage.
  5. Fine Tuning: The engineer always makes sure that the ship’s systems are running in the finest possible working order, and because of this extra care, the ship is extra reliable. You may re-roll the one failed reliability save on any trip.
  6. Miracle Worker: This engineer knows the limits of what's possible to do with a ship and its systems. The strange part is that he has a habit of pulling off repairs and fixes that seem to defy what is possible, even after he's done them. If the engineer fails to repair something he may roll a D6, on a result of 6 he may make a second repair attempt on the task he just failed. The results of the second attempt stands, even if the result is worse than it was originally.

Shiphand[edit]

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