Skills for Mechs

Mech Technology

Cost: 2/1
Description: Mech Technology represents a mech’s ability to stay operational despite damage. It is a skill generally bought by mechs. Damaged mechs make a mech tech roll at the beginning of their phase to determine how many Mech Tech limited powers can be activated that phase.

Telecommunications

Cost: 2/1
Description: Telecommunications is a mech’s ability to use its HRRP and C.A.T. offensively and defensively to avoid devastation by computer viruses and similar attacks.

Analyze

Note: Analyze can be bought through targetting systems

Analyze Telecommunication

Cost: 3/2
Description: Useful for determining the source and implications of a telecommunications attack based on its effect. *Note: This can also be bought by putting the Analyze advantage on either HRRP or on the Radar Sense as a group.

Analyze Maneuver

Cost: 3/2
Description: Useful for learning new maneuvers.

Analyze Weapon Loadout

Cost: 3/2
Description: This will tell you not only what kinds of weapons the mech is carrying (characters are likely to know common by sight), what targetting systems they are likely to be using, and the drawbacks and advantages of their system (long range, high end, brawler configuration, etc.). This will also tell the character whether the mech is Universal, Limited, or Fixed.

Analyze Loadout

Cost: 3/2
Description: Gives the character the scoop on the kinds of equipment the enemy is carrying.

Old Skills

Acrobatics- useful for over-riding turn radius rules for movement. Mechs that can jump, may buy Acrobatics in order to ignore a square of movement penalty.
Acting- useful especially if the mech has some form of shapeshift or illusion to make the mech look differently than it otherwise would. May also be used to disguise signals as coming from someone else.
Analyze Loadout, Weapons Loadout, Communications Array, Maneuver
Animal Handler- probably unlikely to EVER come up on Mech Combat, but you never know.
Autofire Skills — extraordinarilly useful for mechs who plan on using autofire weapons.
Breakfall- Useful in helping mechs avoid damage from being knocked on their butts.
Bribery- Unlikely to come up in mech combat.
Bugging- May come up in mech combat, for use with clairsentience drones especially.
Bureaucratics- unlikely to come up in mech combat.
Charm- unlikely to come up in mech combat.
Climbing- useful in avoiding movement penalties for moving uphill.
Combat Driving- unlikely to come up in mech combat.
Combat Skill Levels- Useful but may not be bought with limitations
Computer Programming- Allows for extra breakout rolls against most HRRP mental attacks
Concealment- Useful especially in placing things like drones or other pre-battle setups
Contortionist- reacts just as in book.
Conversation- unlikely to come up in mech combat.
Cramming — as listed in book
Criminology- unlikely to come up in mech combat.
Cryptography- can be useful in creating concealment for messages. Each success counts as 1 point of concealment in terms of it being a message that is understood. Rolls to determine whether or not the transmission exists are unaffected. May also be used to disguise signals as coming from someone else.
Deduction- unlikely to come up in mech combat.
Defense Maneuver- works as listed in book
Demolitions- may be used to help bring down buildings with attacks.
Disguise- espceially used with shapeshift or illusions, may also be used to disguise signals as coming from someone else.
Electronics- unlikely to come up in mech combat.
Fast Draw- Cuts disarm recovery from a full phase to a half phase.
Forensic Medicine- unlikely to come up in mech combat.
Forgery- unlikely to come up in mech combat.
Gambling- unlikely to come up in mech combat.
High Society- unlikely to come up in mech combat.
Interrogation- unlikely to come up in mech combat.
Inventor- unlikely to come up in mech combat.
Language Background — 1/1 All
Lipreading- unlikely to come up in mech combat.
Lockpicking- unlikely to come up in mech combat.
Martial Arts- works as in book.
Mechanics unlikely to come up in mech combat.
Mimicry- Allows the character to send signals as if they were someone else.
Navigation land/space
Oratory- unlikely to come up in mech combat.
Paramedics- keeps a mech that’s dying from becoming completely inoperable.
Penalty Skill Levels Combat — as in book, cannot be bought with limitations
Persuasion- unlikely to come up in mech combat.
Power- as in book
Rapid Attack- as in book.
Riding- unlikely to come up in mech combat.
Security Systems- unlikely to come up in mech combat.
Shadowing- unlikely to come up in mech combat.
Skill Levels — as in book, cannot be bought with limitations
Sleight Of Hand – unlikely to come up in mech combat.
Stealth – unlikely to come up in mech combat.
Streetwise – unlikely to come up in mech combat.
Survival – useful for keeping the character alive in the mech over a long time in dangerous climates.
Systems Operation – may come up if the mech takes control of a communications system.
Tactics – as in book
Teamwork – as in book
Tracking – as in book
Trading – unlikely to come up in mech combat.
Transport Familiarity – unlikely to come up in mech combat.
Two-Weapon Fighting – Generally not needed by mechs
Ventriloquism – makes it hard to track down where a signal comes from
Weapon Familiarity – needed for weapons bought in power pool
Weaponsmith – unlikely to come up in mech combat.

Skills for Mechs

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