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Weapons skills.

All weapon skills must be at level 2 or higher to be used to attack. Skills at lower levels might supply some basic benefits. Large melee weapons such as spears etc. require separate skills and should be discussed with referees if people wish to use them.

 

Melee Weapons
The character is experienced in the use of close-combat weapons such as knives, clubs and axes up to 42" in length. Weapons over 30” should be wielded with two hands.
Level 1 – the character can use a melee weapon to block an incoming blow, but they cannot attack with their weapon at this level.
Level 2 – the character can use a melee weapon to attack or block incoming attacks.
Level 3 – once per combat a character can perform a stun or knock-back damage call.

Advanced Melee Weapons
The character is exceptionally skilled and practiced with close combat weapons. They are able to easily wield larger weapons, weapons below 42” may be used with one-hand. They may also use large tools as weapons, such as sledge hammers and felling axes at a referee’s discretion. They also may use a riot-shield effectively.
Prerequisites: To gain any levels in this skill, a character must have at least up to Level 2 Melee Weapons.
Level 1 – the character may use a riot-shield, they may also block with a one-handed or large weapon (but may not attack) with any weapon they can already use though the basic melee weapon’s skill.
Level 2 – the character may use a melee or large weapon to attack as normal.
Level 3 – once per combat the character can perform a stun, knock-back, strike-down or wound damage call.

Firearms
The character is experienced in the use of handguns and other firearms. NOTE: Firearms are not intended to be a major part of this system and the use of guns will be restricted on both an IC and OOC basis. See notes on Firearms and discuss with referees of the possibility of using them.
Level 1 – the character can reload guns.
Level 2 – the character can use the common firearms such as pistols and shotguns.
Level 3 – once per combat a character can perform a called shot damage call.

Advanced Firearms
The character is experienced in the use of rifles and complex firearms. NOTE: Firearms are not intended to be a major part of this system and the use of guns will be restricted on both an IC and OOC basis. See notes on Firearms and discuss with referees of the possibility of using them.
Prerequisite: To have any level in this skill the character must have at least two levels in Firearms.
Level 1 – the character can reload advanced guns.
Level 2 – the character can use advanced firearms such as rifles and SMGs.
Level 3 – once per combat a character can perform a called shot damage call.

Archery
The character can use bows and crossbows as weapons.
Level 1 – the character can string a bow and reload a crossbow.
Level 2 – the character can use a bow or crossbow as a weapon.
Level 3 – the character can use a bow or crossbow to cause a wound damage call.

Thrown Weapons
The character can use thrown weapons such as throwing knives or axes, the use of large thrown weapons, such as javelins, is not covered by this skill.
Level 1 – the character has some skill but cannot throw such weapons in combat.
Level 2 – the character can use any small throwing weapon.
Level 3 – the character can use a thrown weapon to cause a wound or stun damage call.


Combat Skills

Wear Armour
Whilst any character may wear armoured garments it takes practice and training to gain the protective benefits of the armour (unskilled character gain no benefits to wearing armour). See the equipment section for further details on armour types.
Level 1 – the character can use bullet-proof vests.
Level 2 – the character can use light armours.
Level 3 – the character can use heavy armours.

Toughness
The character is very physically tough; this gives them a greater resilience to damage.
Level 1 – the character gains an additional +1 HP floating.
Level 2 – the character gains +1 HP per location.
Level 3 – the character gains +1 resilience to gunshots.

Fitness
The character is very physically fit; this gives them a greater change of surviving injury.
Level 1 – the character gains an addition 1 wound.
Level 2 – the character gains an additional 1 wound.
Level 3 – the character gains an additional 1 wound. The character is able to push themselves beyond normal limits and gains the Resolute Ability – they may ignore debilitation for one scene.

PPE
This covers the characters training in the use of Personal-Protective-Equipment
Level 1 – the character knows how to correctly wear a respirator or gas-mask.
Level 2 – the character knows how to correctly wear a hazmat suit
Level 3 – the character knows how to correctly wear all PPE suits available.

 

 

 

 

 

 

 

 

 

 

 

Last Updated on Thursday, 04 February 2010 16:03
 

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-Drew

 
110213

 

Evening everyone,
A reminder that this Friday is the IC evening at the Glowing Dog, start time will be 1900 as usual.
Dates:
15th February (Friday) - IC evening
22nd February - Downtime Deadline
16/17th March - Day Event - it is looking likely that this will be the 16th as F&H is running on the Sunday. Anyone interested in attending please let me know by the 17th of February (this Sunday). So long as numbers are decent we will be running the Dark Valley mission where are all that training from January can be put into play. This will also be our first multi-site mission.
Mid April - Weekend Event/Indoor - this is dependent on a few things, though I have been told that F&H have a fest running on the 12th of April so it is unlikely to be then.
Any questions, please let me know.

 

-Drew

 

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