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Munitions

Properties

Category: Engineering, Knowledge
Usage: operate(act) -> chk|sv= +M
know(free-act, R, Tech) -> chk= +M
make(day+, R, Tech) -> chk(CC)= +M
modify(day+, R, Tech) -> chk(CC)= +M + (CC-Q - CC)
bypass(main-act, R, Tech) -> chk(CC-S)= +M -> set(PC)= 8 + M(Stealth+S)
modify-rig(main-act, R, Tech) -> eff= give(d) ½•M to artefact chk|sv
disable(main-act, R, Tech) -> chk(CC)= +M
repair(hr+, R, Tech) -> chk(CC)= +M + (CC-Q - CC)
repair-rig(main-act, R, Tech) -> chk(CC)= +M + (CC-Q - CC)
Usage (aspect): provenance -> Tech
diagnose,salvage,search(min, R, Tech) -> chk(CC)= +M(Investigate) +R
appraise(min, R, Tech) -> chk(CC)= +M(Finance) +R
haggle(min, R, Tech) -> chk(SC)= +M(Persuade|Deceive) +R
Description: Encompasses understanding of weapons, weapon systems and explosives.

An engineering knowledge skill concerning weapons, weapon systems and explosives. This can range from the simplest hand-held firearms up to tactical gunnery and their firing and targeting systems. The skill does not include melee and non-firing weapons which is the province of the Materials skill.

As with all technological engineering disciplines, there is some overlap with, for example:

  • Materials, when concerning matter and power feed systems to weapons, and chemical or nuclear materials in explosives;
  • Machinery, when concerning matter and energy feeders, swivel or track systems on field and tactical mounts; and
  • Neuronetics, when concerned with targeting and firing solution systems.

Any actions on this skill, beyond that of recalling knowledge, will usually require Munitions-Tools to complete it. While the purchase of Munitions-Tools incurs a cost, having ranks in Munitions provides you with a rank in Munitions-Tools (qualifying you in these tools).