Gray Pennell
SOC-12
I put this list of skills from CT CD and JTAS CD. I also tried to list a mention of of die rolls. I have to say this should have been fixed before MT came out. I love CT but the task system is so broken. I ll have to drop all the rolls in the official rules. I think I ll use the BITS conversion range and give players DMs based off it. But I now know all the skills in one place. If anyone can add to the list from none GDW sources please add.
Skills
Rolls
Administration
7+ , -3 no experience, +2 if Experienced
Air Raft
5+ with + 1 with experience, -1 without
ATV
No roll to use +11 for break down
Bribery
First reaction table than 5+ -1 no experience
Computer
7 exact will mean flaw 5- a negative modifier
Electronics
Engineering
+2 per skill level
Forgery
6+ with +2 per skill level for detection
Forward Observer
11+ to hit +4 per level of experience, +1 per turn, -4 if no experience
Gambling
9+ public 8+ private +1 per skill level, 2 will lose,
crook game at 10+ skill level 3 detects
Gunnery
Jack of All Trade
Gives skill level 0 in every skill
Leader
Reaction roll with +1 per level, 3 or better follow without hesitation skill level 4 recruit
Mechanical
Medical
Medical +1 medic
Medic 2 Dm +1 to revive passage 5+
Medic 3 Doctor
Medic 3 Dex 8 surgeon
Xeno Medicine
Medical -2 to treat aliens
Navigation
+1 mod per level
Pilot
Pilot large craft ship boats at -1
Ship Boats
10+ to avoid contact 8+ to avoid being hit Dm +2 per skill level , +9 to land safely +2 per level over 1
Steward
Streetwise
For underground details 5-9+ D-5 DM if no streetwise
Tactics
Vehicle
Vacc Suit
10+ to avoid hazards, +4 per level of experience. When hazards occurs 7+ to remedy +2 per level of skill No experience -4
Battle Dress
7+ to avoid mishaps -2 per vac suit
Combat Engineering
Demolition
Throw of 10+ to avoid the mishap -2 per skill level
FA Gunnery
Gun Combat
Heavy Weapon
Instruction
Learning 9+ +1 for int 8+ +2 for int 10+
Interrogation
Recon
Recruiting
Survival
Zero G Combat
Roll 10+ on two dice to avoid losing control. Apply the following DM's: Firing a weapon: -4. Firing a low-recoil (Zero-G) weapon: -2. Using a
handhold: +5. Striking with a blade weapon, pole-arm, fist or similar: -6. Wearing battle dress: +2per level of Battle Dress skill. Note that laser weapons have no recoil. For each level of Zero-G Combat expertise: +4. Dexterity of 9+: +2.Dexterity of 11+: +4. Using a handhold reduces dexterity for the purposes of weapon accuracy b y f o u r .
Individuals who lose control may not fire until they have reoriented themselves, and regained control. Roll 10+ each sub- sequent combat round to regain control, with all DM's above in use except that hand- holds may not be used nor may weapons be fired.
Carousing
+1 roll on reaction/Patron table
Communications
Fleet Tactics
Gravitics
Gunnery
Liaison
Reaction table skill roll modifier
Ship Tactics
Broker
Equestrian
Hunting
Naval Architect
Survey
Robotics
Robot Operation
Legal
7+ to clear inspection +1 for every level of legal, or 2 levels of admin -5 if illegal cargo
Melee Combat
Trader
Every 2 levels of trade re-roll die on trade table
Brawling
Skills
Rolls
Administration
7+ , -3 no experience, +2 if Experienced
Air Raft
5+ with + 1 with experience, -1 without
ATV
No roll to use +11 for break down
Bribery
First reaction table than 5+ -1 no experience
Computer
7 exact will mean flaw 5- a negative modifier
Electronics
Engineering
+2 per skill level
Forgery
6+ with +2 per skill level for detection
Forward Observer
11+ to hit +4 per level of experience, +1 per turn, -4 if no experience
Gambling
9+ public 8+ private +1 per skill level, 2 will lose,
crook game at 10+ skill level 3 detects
Gunnery
Jack of All Trade
Gives skill level 0 in every skill
Leader
Reaction roll with +1 per level, 3 or better follow without hesitation skill level 4 recruit
Mechanical
Medical
Medical +1 medic
Medic 2 Dm +1 to revive passage 5+
Medic 3 Doctor
Medic 3 Dex 8 surgeon
Xeno Medicine
Medical -2 to treat aliens
Navigation
+1 mod per level
Pilot
Pilot large craft ship boats at -1
Ship Boats
10+ to avoid contact 8+ to avoid being hit Dm +2 per skill level , +9 to land safely +2 per level over 1
Steward
Streetwise
For underground details 5-9+ D-5 DM if no streetwise
Tactics
Vehicle
Vacc Suit
10+ to avoid hazards, +4 per level of experience. When hazards occurs 7+ to remedy +2 per level of skill No experience -4
Battle Dress
7+ to avoid mishaps -2 per vac suit
Combat Engineering
Demolition
Throw of 10+ to avoid the mishap -2 per skill level
FA Gunnery
Gun Combat
Heavy Weapon
Instruction
Learning 9+ +1 for int 8+ +2 for int 10+
Interrogation
Recon
Recruiting
Survival
Zero G Combat
Roll 10+ on two dice to avoid losing control. Apply the following DM's: Firing a weapon: -4. Firing a low-recoil (Zero-G) weapon: -2. Using a
handhold: +5. Striking with a blade weapon, pole-arm, fist or similar: -6. Wearing battle dress: +2per level of Battle Dress skill. Note that laser weapons have no recoil. For each level of Zero-G Combat expertise: +4. Dexterity of 9+: +2.Dexterity of 11+: +4. Using a handhold reduces dexterity for the purposes of weapon accuracy b y f o u r .
Individuals who lose control may not fire until they have reoriented themselves, and regained control. Roll 10+ each sub- sequent combat round to regain control, with all DM's above in use except that hand- holds may not be used nor may weapons be fired.
Carousing
+1 roll on reaction/Patron table
Communications
Fleet Tactics
Gravitics
Gunnery
Liaison
Reaction table skill roll modifier
Ship Tactics
Broker
Equestrian
Hunting
Naval Architect
Survey
Robotics
Robot Operation
Legal
7+ to clear inspection +1 for every level of legal, or 2 levels of admin -5 if illegal cargo
Melee Combat
Trader
Every 2 levels of trade re-roll die on trade table
Brawling