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BattleTech 3000SkillsEach skill level subtracts from its corresponding Characteristic. Continuing our example, if the MechWarrior has Gunnery (a Physical Skill) Level 3, his Gunnery target is 7-3=4, so he would need to roll 4 or higher on 2D6 for an unmodified success (just like the boardgame). So a lower target roll is better; bonuses are negative modifiers (lowering the skill target) and penalties are positive. Purchasing SkillsOne purchases skills with skill points according to the priority assigned:
Skills cost points at character creation equal to the level being purchased. Thus, Level 1 costs 1 point, then Level 2 costs 2 more points and so on. Note that these skill points are different from the points used for Character Advancement (though they have the same name) and cannot be saved after Character Creation. There are Academy skill packages available that will give a price break on selected skills. These packages are the only way a character can learn some skills (any skill mentioned on this page) before entering play. Med Tech and Small Arms are required for all packages.
See the Player Only section for a complete list of skills. If a skill is not on the list, it is probably not available for this campaign. Special Rules for skills
Character AdvancementCharacters in MechWarrior 2nd edition earn Adventure Points (AP) for participating in a session of play. An average award is 3 APs per session. Characters in MechWarrior 2nd edition also earn Skill Points (SP) for studying and practicing at skills. Each skill accrues SPs separately. Characters earn:
Each Skill Level may be purchased in one of the following ways:
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Last Modified on 03/22/04
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