II Skill Checks

II. II. Skill Checks Section Last Updated: 7/31/16

1.) Wild Dice: The Gamemaster will inform you of any skill checks that need to be made. Whenever you roll a skill check, one of the dice needs to be designated as your Wild Die. If you roll a one on the wild die, it is not counted and also eliminates the other highest die rolled. However if you roll a six on the wild die, it is considered “open-ended” and after it has been added to the total it is rolled again and added on. If multiple sixes are rolled on the wild die, continue to reroll and add the new roll in to the total. This rule allows for Characters who are good at something to fail {Han conning the guards in the Detention Center} and for Characters not so good at something to go above and beyond there abilities. The wild die rule is used on all rolls (skill checks, damage from all sources and strength rolls for resistance). The rerolling of a six on the wild die is mandatory.
{Jax needs to roll his dodge skill of 5D. He selects four similar dice and one that is obviously different and rolls the following: 1 on the Wild Die, 6, 4, 6 and 1. Since he got a 1 on the wild die it will remove that 1 and only one of the 6’s for a total of 11. The GM announces that he has been hit and must roll his strength. For his 3D strength roll he gets a 6 on the Wild Die, 4 and 2. He rerolls the 6 and gets a 4. This gives him a total of 16.}
Under certain dramatic or appropriate situations a one on the wild die could cause a complication in addition to roll reduction. This is dependent on the module and the GM.

2.) Attribute Defaults: When it comes time to make a skill check if you do not have that skill listed on your character’s sheet, you still make the roll. You would use the associated attribute value to roll this check. Under most circumstances this does not cause a penalty in any form, but if you were attempting a highly skilled or knowledge intensive task the GM can increase the difficulty level required.

3.) Force Points: The use of a Force point must be declared before the roll is made. Once a Force point has been declared, all of the character’s Attributes and Skills are doubled until the end of that round.
a. If spent at the beginning of a round, the Perception roll is also doubled for initiative purposes (this does not guarantee going first in initiative but does increase its likelihood).
b. Force points will also double things like Strength for resisting damage and for doing damage (in melee) and other base Attribute rolls.
c. Four things can happen after a Force point is used:
1.) If used for evil or greed, the Force point is lost and replaced with a Dark Side point (It is the GM’s responsibility to inform players if this could happen for any particular action and allow that player to do something differently),
2.) If used for a non-evil act but also not necessarily good, the Force point is simply lost and not replaced but there is no Dark Side point gain either,
3.) If used for good but not heroic or dramatic (saving your own bacon), the Force point is replaced,
4.) If used for good and at a heroic or dramatic time, the Force point is replaced and the player gains an additional Force point.
d. To assist judges in determining a Heroic or Dramatic time, they can think of it as anything that promotes the cinematic ‘feel’ of a climatic scene or anything that looks so cool or is so awesome that it would make the movie highlight reel or if you saw it in a movie, you would be talking with your friends afterwards about how cool it was. Also players can gain a Force Point even if they do not spend one first, if they are being Heroic regardless of the risks (Ultimate Heroics, etc.). The book lists these examples: conquering a more powerful and evil foe, saving a city from destruction, preventing the deaths of millions of innocent people.

4.) Character Points: The use of a Character point can be declared after a skill roll is made to attempt to improve upon it. Up to two Character points can be spent on any roll (skill check, damage, etc.) and up to five can be spent on a lifesaving action (strength resistance, first aid, etc.). Points can be spent one at a time and are treated as “open-ended” wild die. If a one is rolled, it is still added. If a six is rolled, add in and reroll then total. The drawback to using Character points in an adventure is that they will not be available to improve your character’s skills after the adventure. In Sparks Character points may be spent (up to two) on Initiative checks.
{Jax rolls a 4 result on his strength and believes that his character may be in jeopardy, so he spends one Character point and rolls a 2 for a total of six. He decides to spend another and gets a 1 for a total of seven. For anything else that would be the best he could do, but since this is for a damage resistance strength roll he spends one more point and gets a 6 and rerolls a 6 and again rerolls a 4 for a total 23. He pulls through unscathed thanks to those Character points.}

5.) Dark Side Points:
Players gain Dark Side Points for the following acts:
1) Doing Evil on a Force Point,
2) Using/Activating a Force Power that gives a Dark Side Point for its use (this includes learning the power, because it is assumed that it was activated at least once),
3) Calling on the Dark Side for a Force Point,
4) Doing Evil any time if you are Force-sensitive even while not on a Force Point. Where we have the following examples of “Doing Evil”:
a. Killing a helpless innocent,
b. Causing unnecessary, gratuitous injury,
c. Killing except in self-defense or the defense of others,
d. Using the Force while angry or filled with hate.
5) Knowingly allow an evil act to occur if you are Force-sensitive.
6) Committing extremely Evil or Heinous acts any time even while not on a Force Point. This applies to both Force-Sensitive and Non-Force-Sensitive characters alike. Where we have the following examples of “Doing Extreme Evil”:
a. Killing large numbers of helpless innocents,
b. Intentionally causing unnecessary, gratuitous injury with malice and forethought for no other purpose except to cause great harm,
c. Killing a fellow Sparks player character,
d. Turning a fellow Sparks player character in for bounty.
Both examples c. and d. would exclude any specific situation where the player character in question has authorized his death or capture as part of heroic sacrifice or part of some grand plan.
In all of the above examples the characters intent toward evil or harm is the mitigating factor for whether the action should receive a Dark Side Point. Gamemasters are required to give a warning to players if their character is going to commit an action that will gain them a Dark Side Point. Players can then opt to change their actions to avoid gaining the Dark Side Point. Note that characters that have attained a Master level in any Force path (Jedi Master, Cryshok Father, etc.) no longer require to be warned by the Gamemaster if their actions may earn them a Dark Side Point.

When a character receives a Dark Side Point by whatever means, it will be assigned to the character (one at a time in the case of earning multiple Dark Side Points) at the end of the module during the Force Point review phase. The player then must roll a D6 after each point is assessed. If the resulting roll is less than the number of current Dark Side points they have, then they have turned to the Dark Side. After a character turns to the Dark Side, they need to sit down with one or more judges to review the character’s goals, desires, passions, hatreds, etc. This discussion will determine where the character will go and what they may be doing in the event other characters come to try to redeem them. A character in Sparks turned to the Dark Side cannot play their character again until redeemed (see Section III #16). This can be done by friends in an Interactive or Seminar. Also there will be some modules in which redemption is possible (those modules can be played with special considerations).

6.) Calling on the Dark Side: Calling on the Dark Side must be determined prior to the roll being made. Also you cannot Call on the Dark Side for a Force Point to use if you have spent character points during the same round (similar to using a standard Force Point. Calling on the Dark Side is not automatic for any player character or NPC. To call on the Dark Side the player character or NPC must roll either their Control or Perception. The base target number for this is Easy for a Force sensitive character or NPC and Moderate for a non-Force sensitive character or NPC. The difficulty is raised two levels (Difficult for Force sensitive; Very Difficult for non-Force sensitive) if the intended action does not cause harm or is not destructive in nature. Also the difficulty is increased by one difficulty level for each additional time the Dark Side is called upon in the same adventure by the same player character or NPC. If the call on the Dark Side is successful, the player character or NPC gets a Force point, which must be spent immediately. Whether the attempt is successful or not they also gain a Dark Side point and if they have more than one may be turned to the Dark Side (see section #5), if they have not already been turned to the Dark Side. If the same player character or NPC uses a normal Force point in the same round, the resulting attributes and skills are doubled a second time (the base attributes and skills are now multiplied by four).

7.) Reaction Skills: Reaction skills such as Dodge, Brawling Parry, Melee Parry, Lightsaber Parry and Maneuver are used to avoid getting hit in combat. There are two ways to utilize the Reaction skills. The first is as a full reaction. This means that the character is performing no other action during their turn (the character is allowed to do a simple move). They are preparing for that one reaction (the character cannot do multiple full reactions in the same round). When this is done the character gets to add the base difficulty of the attack to their reaction skill result. The second type of reaction skill is the combat reaction. This is when the character does perform other actions in the combat round. When using the combat reaction the character must rely only on their reaction skill roll even if it is less than the base difficulty of the attack. Also Reaction skills no longer need to be declared during the characters turn. They can be used after the attack has been declared against them. One advantage of the enemy going first in initiative is that as the player characters declare their reactions they have the option of making them full reactions, because they have yet to perform any actions in combat. If they choose this option, they forego any further actions in the round. Once a reaction skill is used in a turn, that value affects all related attacks of that type for the entire turn. For instance, if a character were shot at by a blaster 20 times, they would not need to roll 20 Dodges. One Dodge roll would be used for all of the blaster ranged attacks. But note that in Sparks the type of attack is defined as the variant of weapon used in the attack (blaster, firearm, grenade, vibroblade, hands, etc.), so additional Dodge rolls (or other reaction skill) would be needed for each different type of weapon attacked by in a round with accumulating -1D multi-action penalties. For instance, if the character were shot by a blaster 20 times, this would be 1 Dodge roll versus blasters for the round, but then they have a grenade thrown at them requiring a second Dodge roll versus grenades at -1D multi-action penalty for the round.
Dodge – This is used to avoid all ranged attacks directed at a character. Dodge can never be used in melee or hand-to-hand fighting. A successful Dodge used against grenades (aerodynamic explosives of 6D damage or less) means the character escapes unharmed. A successful Dodge used against thermal detonators or bombs (non-aerodynamic explosives or explosives of greater than 6D) means the character takes damage, but it is staged down two effective levels.
Brawling Parry – This is used to block or avoid a melee or brawling attack with your bare hands. If the character is defending against someone who is attacking with a melee weapon or sharp natural weapons (claws), the attacker gets a +10 bonus to their roll.
Melee Parry – This is used to block or avoid a melee or brawling attack with a melee weapon. If the character is defending against someone who is attacking unarmed or without sharp natural weapons (claws), the character gets a +5 bonus to their roll. If the defender blocks the attack, they can choose to cause damage to the attacker or the attacker’s weapon equal to the base damage code (i.e. STR+2D; the base damage is 2D) of the weapon without the Strength component. In most cases if similar weapons are used there is no damage affect.
Lightsaber Parry – This is a melee parry while using a Lightsaber. Lightsaber parry is treated similar to melee parry except that if the user has the Lightsaber Combat Force power ‘up’ they can attempt to parry ranged attacks (except stun blasts). If in one round the user wishes to parry both melee and ranged attacks that is considered two separate uses of the Lightsaber parry skill and must be rolled separately. (See the Lightsaber Combat Force power for more information on deflecting and retargeting ranged attacks.) If the defender blocks the attack, they can choose to cause damage to the attacker or the attacker’s weapon equal to the base damage code (i.e. 5D for standard lightsaber) of the weapon without the Control component from the Lightsaber Combat Force power. In most cases if similar weapons are used there is no damage affect.
Power Parry – With specialized training the defender can make a Power Parry that would cause full damage utilizing the Strength and/or the Control component in the damage being dealt. To qualify to make a Power Parry the defender must have a minimum of 6D in the chosen weapon skill, they must be specialized in the chosen weapon if it is not a lightsaber variant or be using the Lightsaber Combat Force power if it is a lightsaber variant (i.e. otherwise there would be no additional damage component, because lightsaber variants do not utilize Strength adjustments; the Control damage from Lightsaber Combat would take the place of the variable Strength damage component), and this counts as a Full Parry, which means they cannot take any other actions that round.
Maneuver – This is used to avoid all attacks directed at a ship or vehicle. The skill roll is equal to the related piloting skill plus the vehicle or ship maneuverability.
Telekinesis – This is a Force power that can be used to grab, parry, or deflect ranged, melee, or hand-to-hand attacks. Unlike other reaction skills Telekinesis must be rerolled for each item affected whether it is the same type of item, the same action, or separate actions, and each time it is rolled there is an additional -1D multiple action penalty applied. The basic rules of Telekinesis apply, so if this action were to cause harm as in the event of deflecting an area of effect (grenade) type weapon and it were to inadvertently (no specific targeted deflection) or purposely (grabbed and moved, or intentionally deflected towards anyone) land on anyone, then this would prompt a Dark Side point warning and gain a Dark Side point if the action is continued. The base difficulty for the Alter roll for Telekinesis is the higher value of either the attacker’s skill roll (thrown weapons, grenade, etc.) or the base Telekinesis difficulty (as determined by the Telekinesis Force power – weight, speed of object, distance to be moved, etc.) due to it being a reaction. A successful roll will allow the character reacting to deflect, grab, and/or move the indicated object (limited to the Telekinesis difficulty). The object can be moved towards people, but cannot be used to directly attack anyone (area of effect weapons can still be moved close to be effective, but the action will gain a Dark Side point – use the Telekinesis activation roll as the target number for dodging as appropriate), because that requires a Control roll as an action as indicated in the Telekinesis Force power. The use of Telekinesis as a reaction cannot be used to move gun barrels out of the way. It is only used for physical objects flying or falling through the air. Blasters and Firearm effects are too fast to utilize Telekinesis to react to. To preemptively stop those attacks would require the use of Danger Sense and then active use of Telekinesis.

8.) Combining Skills: When characters or NPC’s attempt to combine actions, you must first determine who is commanding the group (usually the person with the highest Command skill). That character or NPC has to beat the required difficulty as determined by the number of people being coordinated and their average skill level (see attached chart). If the person commanding is involved in the combined group, remember that they will suffer a –1D multiple action penalty. If the Command roll beats the difficulty, then the indicated bonus is added to the character with the highest skill in the involved group for that action. If the action has multiple skill checks, then the bonus is applied to all of them. In the case of shooting the bonus is applied to the skill check to hit and to the weapon damage (average of the weapons being used if they are different. If the required difficulty roll is missed, then consult the chart below to see what difficulty level was made for that average skill level. That will determine how many people were successfully commanded. There is a logical limit to how many characters or NPC’s can combine on certain actions and there are some actions where combining cannot be accomplished at all. This is left to the discretion of the Gamemaster.
Average Skill Level
# Coordinated 1D 2D 3D 4D 5D 6D 7D 8D+ Bonus
2 M M E E E VE VE VE +1D 4 D M M M E E VE VE +2D 6 D D M M M M E E +3D 10 D D D M M M E E +4D 15 VD D D D M M M E +5D 25 VD VD D D D M M M +6D 40 VD VD VD D D D M M +7D 60 H VD VD VD D D D M +8D 100 H H VD VD VD D D D +9D 150 H H H VD VD VD D D +10D 250 H H H H VD VD VD D +11D 400 H H H H H VD VD VD +12D 600 H H H H H H VD VD +13D 1000 H H H H H H H VD +14D 1500 H H H H H H H H +15D

9.) Called Shots: If a character can identify a weak spot in a target, then they can enhance the damage being dealt for an increase in the difficulty to hit. For a +5 increase to the difficulty to hit the damage of the weapon is increased by +1D. For unfamiliar or unique targets the Gamemaster may require an appropriate Knowledge skill roll (Alien Species, etc.) to determine the targets weak spot to aim at.

10.) Coup de Grace: If the target is completely immobilized or incapacitated, then for a +10 increase to the difficulty to hit the weapon’s base damage is doubled (for melee weapons the Str is not doubled only the add on damage value). For example, using a vibroblade with a damage code of Str+3D and having a 3D Strength would normally give you 6D damage, but as a coup de grace it gives 9D (3D Strength + 6D add on damage).

11.) Suppression Fire: This action is used to break up or make more difficult the opponent’s ability to utilize combined fire. The player will spray the enemy position with fire from any type of ranged weapon causing them to lose focus and disrupt their ability to work together. To accomplish this feat the player must be using a ranged weapon with a rate of fire (ROF) at least equal to the number of opponent’s to be disrupted. This action takes an entire action to utilize. This means that it can be the only declared action or reaction for the entire round – no reactive dodges, etc. Also the weapon fire is considered rapid and frantic and as such will not connect with the enemy. It just causes them to duck or evade. The group of opponent’s must all be in the same 180-degree arc of the player (cannot disrupt a group in front and behind at the same time). The player will make a ranged weapon attack roll using whatever weapon skill applies. The player then subtracts from this value the number of opponents to be disrupted. The Command difficulty is this new value or the base Command difficulty whichever is higher. If the group was already commanded successfully, the enemy leader must roll another Command roll as a reaction to maintain the combined fire (normal multi-action penalties apply). If the Command roll is failed, the group can still function as individuals on that round of combat. The Suppression Fire only affects the Command difficulty roll for the one action. Further rolls will need to be made on future rounds to continually disrupt the opponents. Suppression Fire works in space combat the same as ground combat, just remember that the weapon must have a ROF equal to the number of opponents (Turbolasers would not work).
{Jax wants to disrupt the 4 stormtroopers who are combining fire against him. He rolls a 24. So the Suppression Fire roll is 20 (24 – 4 stormtroopers). Since the base Command difficulty is Moderate (15), the new Command difficulty becomes the Suppression Fire roll of 20.}.

12.) Movement System for Sparks: The standard movement system in the rulebook is extremely limited, so the Council has developed and reviewed this new system that is flexible and useful but has cost limitations to prevent abuse.
The character is limited to only move up to four times their move value in a single combat round.
The character can take multiple move actions during a single combat round with no single move exceeding their move value.
The first movement action during a round is free (does not count as an action) if it is less than or equal to half of the character’s move value.
If the character is utilizing the ‘Flying Kick’ martial art technique, it incorporates one free move per combat round. Additional ‘Flying Kick’ maneuvers in one round cost two actions (move and attack).
The Gamemaster can require difficulty rolls for terrain (running, Dexterity, powersuit ops, etc.), if they feel the terrain or movement action is complicated.
The character still has to declare the number of actions they are taking at the beginning of the combat round. These actions can then be utilized for movement, attacks, defense, etc. Combat reactions (dodge, parry) can be in addition to the declared actions or use up one of the declared actions as the characters choice.

13.) Starship Weapon Targeting Locations: This optional rule from The Far Orbit Project sourcebook page 30 is available for use in the Sparks campaign. This rule increases the difficulty to hit a specified area of a starship, but damage is also focused on what was targeted (i.e. targeting the engines to stop a ship will ‘most likely’ not destroy the ship just the engines). If the damage roll is excessive damage can overflow to other adjacent sections of the ship. This rule is not to be confused with a ‘Called Shot’ that increases the difficulty to hit and increases the damage dealt by +1D. This ‘Targeting’ can stack with a ‘Called Shot’.
Targeted Section Increased Difficulty to Hit
Primary Section (engines) +2D
Sub-section (particular engine) +4D
Specific Location (part of particular engine) +8D

Damage Results to the Targeted Section:
Damage Penalty
Light -1D or -1 move to that section
Heavy -2D or -2 move to that section
Severe Section Destroyed
Destroyed Section Destroyed and damage can overflow to adjacent sections of the ship

14.) Power Control Rerouting: This optional rule from The Far Orbit Project sourcebook page 25 is available for use in the Sparks campaign. This rule allows a ship to transfer power from one onboard system to another. The power is in raw form, and has no benefit to computer systems, like the navigational computer or targeting systems. It could boost communications range or active sensor scans. The rule allows power to be pulled from one system (damage of a weapon) and transferred to another system like shields. Systems can only be raised by +1D for starfighter scale ships, and +2D for capital scale ships. To make this transfer a player character must roll the appropriate Repair (Starfighter, Space Transports, Capital) skill. The transfer has a base difficulty set by the number of systems being pulled from and/or transferred to. The time taken roll is the amount over the base difficulty.
Affected Systems Difficulty
Single system to Single recipient Moderate (15)
Multiple systems to Single recipient Difficult (20)
Multiple systems to Multiple recipients Very Difficult (25)
Time Taken – roll exceeds base difficulty by:
Roll Time Taken
1-5 2D rounds
6-10 1D rounds
11-15 2 rounds
16-20 1 round
21+ 1 second

15.) Special Combined Action Rules for the Sneak Skill: The Sneak skill is different than other combined skills, because it still depends heavily on the individual performing the action. Others may help or provide a bonus, but they cannot sneak for the individual.
a. Used when multiple players want to assist each other while sneaking.
b. Requires specialized communication skills (Spec Ops signaling, body language, sign language, etc.) or some advance planning to set some signals (advance, wait, stay low, etc.) to communicate with the others involved without making noise and disrupting the sneak attempt.
c. Make a standard Command check for a combined action using the Sneak of those involved and determine the bonus dice to apply (2 people = 1D, etc.).
d. Instead of having the person with the highest Sneak skill roll with the bonus applied, every person sneaking rolls their own Sneak skill with those involved in the group working together applying the appropriate bonus dice to each of their rolls.
16.) Profession and Scholar Skill Special Notes: Having either the Profession (chosen field) and/or the Scholar (chosen field) field of study provide the following benefits:
a. For every 3D in the Profession (chosen field) skill, the character gains a +1 pip to associated skills (typically knowledge, but others as the gamemaster deems appropriate to the skill) with a maximum effect of +1D at 9D. This bonus stacks with the bonus provided by the matching Scholar (chosen field) field of study.
b. Having the Scholar (chosen field) field of study provides a +1 pip to associated skills (typically knowledge, but others as the gamemaster deems appropriate to the skill). This bonus stacks with the bonus provided by the matching Profession (chosen field) skill.
c. The table gamemaster has the final say as to whether the bonus is applicable to other specific skills on a case by case situation.
{i.e. Profession (Dancer) is used to determine how well a person dances, but this skill could provide an associated bonus to Knowledge checks to identify dances or to know specific dances. Scholar (Dancing) would be to know the various dances and could provide a bonus to the Profession (Dancer) skill to perform the chosen dance.}

17.) Engineering Item Creation System: This system develops basic and specific engineering options for use in Sparks. There are several approved options as well as options that were considered and disallowed in Sparks. Additional options will be considered as proposed.
a. Basic Engineering Difficulty
Use the appropriate Engineering skill for the equipment or weapon being designed. All Engineering numbers subject to review and approval of the Sparks Force 7 Council of Elders.
Basic Pistol or Small Device – Very Easy (5)
Basic Rifle or Medium Device – Easy (10)
Basic Light Repeater or heavier weapon or Large Device – Moderate (15)
Unique/Custom item and/or for each scale deviation from standard for skill – Plus one difficulty level (+5)
Special Quality from another known source integrated into the item (i.e. Caelli-Merced quality bonus) – Plus one difficulty level (+5)
b. Time Required (Number of Personal Initiatives)
Determine the total Engineering roll required to design the weapon or device (to be determined prior to starting the design work).
Use the total Engineering roll to determine the base number of Personal Initiatives required where it takes 1 Personal Initiative per 10 points of Engineering the roll will require rounded up (i.e. Full Engineering design of 25 requires 3 Personal Initiatives).
Multiply the base number of Personal Initiatives by scale deviation above character scale (no matter the skill or scale of the weapon or device being designed) for the total number of Personal Initiatives required (i.e. character scale = x1, speeder scale = x2, starfighter scale = x6, etc.).
The player character doing the Engineering design (and all assistants helping with combined actions) must be present at the Personal Initiative to make an Engineering roll.
It does not require the full event allowed Personal Initiative time to make the Engineering design roll (i.e. this roll can be one part of the full Personal Initiative planned).
Only 1 Engineering design roll can be made per event during the Personal Initiative portion (i.e. multiple Personal Initiatives at event does not allow multiple rolls, and cannot work on more than 1 item at a time).
The Engineering design roll is made at each Personal Initiative and goes in increments of 10 consecutively adding 10 for each additional Personal Initiative event check until the final roll is the total Engineering roll (i.e. Total Engineering roll of 35 will require 4 Personal Initiatives and 4 Engineering design rolls; first PI = 10, second PI = 20, third PI = 30, and fourth PI = 35). If any of the Engineering design rolls are failed, that Personal Initiative increment did not advance the design and must be repeated (i.e. add additional PI required and repeat the roll missed before proceeding).
c. Cost for Engineering Design Prototype
Determine the Base cost of the item with the fully engineered statistics. This can be a collaborative effort of the gamemaster and the player to examine other items, modification costs, general discretionary guidelines, etc. to arrive at a reasonable cost for the item. Note that this base cost is subject to review and approval of the Sparks Force 7 Council through the use of the design worksheet.
Total Cost equals the above determined Base cost of the item multiplied by the number of Personal Initiatives required to make the item (includes failed rolls and repeated PIs) multiplied by 2 (i.e. a 6000 credit base item with an Engineering roll of 35 {4 rolls} where one of the rolls was failed resulting in 5 PIs would cost 6000 x 5 x 2 = 60,000 credits.
This Total Cost should be paid incrementally as you go (i.e. Base x 2 per PI), but it needs to be tracked as you go on the update sheet.
d. Reverse Engineering
Similar to the clause with other Engineering rules (Lightsabers) you can gain a bonus from reverse engineering a weapon with a quality or like the one trying to be designed.
-5 to Engineering roll, but the existing item is ‘destroyed’ in the process
e. Engineering Options:
i. Integrated Shield with the projector mounted on a Medium Repeater weapon or larger:
1D shield generator backpack and gun mounted projector
Increase the weapon weight by 25%
-1D to Blaster skill for use as bulky and hard to maneuver
This is still in addition to standard carry/fire penalties for a medium repeater (see General FAQ #30 in above posting)
+5 to Engineering roll
2D shield generator backpack and gun mounted projector
Increase the weapon weight by 50%
-1D to Blaster skill for use as bulky and hard to maneuver
Increase the size category of the weapon by one level (medium repeater becomes heavy repeater)
This is still in addition to standard carry/fire penalties for a heavy repeater (see General FAQ #31 in above posting)
+10 to Engineering roll
ii. Damage Increase:
Engineering roll +5 for each pip from base up to ‘best’ seen in any allowable reference source
Engineering roll +10 for each pip from ‘best’ seen in any allowable reference source up to additional +1D
Damage cannot be increased greater than +1D above ‘best’ seen in any allowable reference source
Cost of +25% per 1D from base up to ‘best’ seen in any allowable reference source
Cost of +25% per pip from ‘best’ seen in any allowable reference source up to additional +1D
iii. Switchable Overload/Jury-Rig:
Application of selectable on/off switches for jury-rig bonuses acceptable with no additional Engineering roll requirement (simple application).
Disallow any option that eliminates or bypasses a set jury-rig penalty while the bonus is in effect.
iv. Quality Bonus for Accuracy:
Disallow the quality bonus for accuracy as separate engineering option. Note that if there is a quality bonus from an existing item, it can be integrates through the Base Engineering special quality rule.
v. Fire Control:
Allow Fire Control systems as indicated below with the understanding that any Fire Control bonus cannot stack with an integrated sight system. Note that this is a bonus that can be increased further by +1D+2 through modification rules.
+1D Fire Control – with limited application such as aiming, set up round, etc.
+5 to Engineering roll
+25% to Cost
+2D Fire Control – with limited application such as aiming, set up round, etc.
+10 to Engineering roll
+50% to Cost
+1D Fire Control – with no limitations
+10 to Engineering roll
+50% to Cost
+2D Fire Control – with no limitations
+20 to Engineering roll
+100% to Cost
vi. Integrated Sight:
An integrated sight can be added simply to the Engineering process, but note that they cannot stack with Fire Control systems (incompatible). These are typically limited to a flat applied bonus (usually +1D); also this bonus is not one that typically can be modified by +1D+2 as it is an equipment bonus and not a skill bonus that has been applied (subtle difference, but it exists as this is a bonus at the end to your Blaster or other skill and not an increase of the skill.
+2 to Engineering roll
Cost as the sight being purchased and integrated
vii. Fire Rate:
Apply any of the Fire Rate improvements as seen in General FAQ #34 of the Sparks Judges Handbook (cost, limitations, associated penalties, etc.) except the difficulty as that is replaced by Engineering roll in design).
+5 to the Engineering roll for the first Fire Rate improvement
+10 to the Engineering roll for the second Fire Rate improvement
Weapons are still limited to two Fire Rate improvements whether during Engineering design or after-market modification
viii. Range Increase:
Engineering roll +5 for each +10% of range improvement from base up to ‘best’ seen in any allowable reference source
Engineering roll +10 for each +10% of range improvement from from ‘best’ seen in any allowable reference source up to additional +30%
Range cannot be increased greater than +30% above ‘best’ seen in any allowable reference source
Cost of +25% per +10% of range improvement from base up to ‘best’ seen in any allowable reference source
Cost of +25% per +10% of range improvement from ‘best’ seen in any allowable reference source up to additional +30%
Further modifications to range after the Engineering design is complete can only be made using standard rules up to ‘best’ seen in any allowable reference source if this option is utilized. Otherwise default to standard range modification rules.

18.) Clarification and New Rules for Missiles and Torpedoes: Begin using the book rules for increase to difficulty based on speed of the target, but expand the chart to account for even higher speeds with small increments after Space 6.
Missiles, Bombs and Proton Torpedoes
Missiles, bombs and proton torpedoes are physical weapons which deliver awesome firepower. However, they're difficult to target. Their difficulty numbers are modified by how fast the target is moving:
Increase to Difficulty        Space           Move (Atmosphere)
            +5                          3                        100-150
            +10                        4                        151-200
            +15                        5                        201-250
            +20                        6                        251-300
Additional +1 +1 +50

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