译文资料区 => 克苏鲁神话相关TRPG => 其他克苏鲁规则翻译文区 => 主题作者是: ambog 于 2020-07-29, 周三 17:39:59
弄脏你的手（Getting Your Hands Dirty）
（“I never worry about action, only inaction.” - Winston Churchill）
【Cth】尽管上一章中提到的许多技能都可以在《克苏鲁的呼唤》第六版核心规则手册中找到，但是到战争伊始，距“咆哮的二十年代”结束已经过去了将近十年，而且时代还在继续。 不仅如此，冲突不断升级还带来了许多新的经验和熟练程度。 以下是参加秘密战争的调查员的详细附加技能和更新技能。
（Although many of the skills mentioned in the previous chapter can be found in the Call of Cthulhu, Sixth Edition core rulebook, by the beginning of the war it is nearly a decade since the Roaring Twenties ended, and times have moved on. Not only that, there are a multitude of new experiences and proficiencies brought about as a result of the escalating conflict. Below are detailed additional and updated skills for investigators taking part in the Secret War.）
航空系统（01％）（Aeronautical Systems (01%)）
随着战争的前进，在战争需求的推动下，飞机的复杂性也在增加。 假定相关零件和设备可用，该技能可以使您理解飞行系统和飞机设计的原理，以及操作，维修和修改它们的能力。 不使用这些技能，也可以尝试维修飞机，但将其视为困难的技能检查，并且是进行最基本的维修。
(As progress marches forward, propelled by the needs of warfare, the complexity of aircraft also increases. This skill provides an understanding of the principles of flight systems and aircraft design, as well as the ability to operate, repair, and modify them, assuming the availability of the relevant parts and equipment. Attempts to repair an aircraft can be made using this skill without these, but treat as a Difficult skill check, and then only for the most basic repairs.)
(Military characters only. The Artillery skill is required to operate any non-portable heavy weapons, such as field guns, tank guns, naval cannons, or shore batteries. As many such weapons require a crew to operate, attempting to do so single-handedly is a Difficult action, and may be impossible for larger weapons at the Keeper’s discretion.
Specialisations: Aerial (bombs, bomblets, and torpedoes dropped by aeroplanes), Anti-Aircraft, Anti-Submarine Weapons (depth charges), Anti-Tank (towed weapons, including the fearsome German 88mm), Direct Fire (infantry guns, tank guns), Indirect Artillery (including field guns, mortars and howitzers), Naval Artillery (including shore batteries), and Rockets.)
白刃战（25%）(Close Combat (25%))
(Military and Espionage characters only. The infantryman’s best friend is his rifle, and many hours of basic training are devoted to teaching the use of the rifle as an effective melee weapon, particularly when attacking with fixed bayonet. Due to their training in the use of bayonets and other close combat weapons, investigators with the Close Combat skill use this for all attacks with knives and bayonets, or when using a rifle-butt as a club. Additionally, in the desperation of battle the infantryman may use this skill to attack using an impromptu weapon, such as a tyre chain or the faithful Army issue entrenching tool (p.115).)
工兵（15%）(Combat Engineer (15%))
(Military characters only. Those with the Combat Engineer skill are experienced in the use of construction and demolitions under combat conditions, including building and breaching defences, placing obstacles such as tank traps or barbed wire, deploying, detecting or defusing mines, and camouflaging emplacements.
Defusing explosives or mines out of combat is a Normal task but it is Difficult if attempted under fire. When defusing explosives, a Fumble (Critical Failure) indicates the character has accidentally detonated the device.
A Failure under peaceful conditions means the character is unsure of the device and must spend more time studying it before attempting to disarm it again next round. A Failure under combat conditions means the character in his haste jars the device, and for a split second there is the risk of detonatation unless the character succeeds in a Luck roll. Failure of the Luck roll means the device detonates, while a Success signifies the character can catch his breath and try again next round.
The Combat Engineer skill also allows the character to use specialist devices such as the Bangalore torpedo for clearing barbed wire.)
仅限军事角色。 角色等级可以赋予每个任务指挥一个角色，但是只有指挥官技能才能赋予他实际的能力。 它可以使角色有效地带领NPC部队执行复杂的任务，无论是在战斗中还是行进中，以及确定他所指挥的部队的技能水平。 例如，如果某个角色的指挥技能为50％，那么在该角色指挥下的任何活动中，他所指挥的部队的技能等级为50％。
(Military characters only. Rank may give a character the permission to command, but only the Command skill gives him the actual ability to do so. It allows a character to effectively lead NPC troops in complex tasks, both in and out of combat, as well as determining the skill level of the troops under his command. For example, if a character has the Command skill at 50%, then the troops under his command have a skill rating of 50% for whatever activity the character is commanding them in.
A successful skill use allows the affected unit to use artillery, explosives, hand-to-hand combat, heavy weapons, rifles, and so on, as directed by the character, but the unit must roll separately to determine if the activity itself is actually accomplished. Any activity attempted by the unit must be within reason for the type of troops being commanded—after all, an infantry unit is unlikely to be able to repair, or fly, a bomber, no matter what their officer’s Command skill level is.
The basic number of troops affected by the Command skill is determined by the character’s rank. NCOs can only command their immediate unit; a lieutenant can command up to a platoon; a captain can command up to a company; and a major can command up to a battalion. An enlisted man can attempt to use Command, but only at the base percentile chance (unless he has spent character creation points to obtain the skill), and only at the level of his immediate unit.
Any unattached units encountered in the field can also be controlled using this skill, as can those whose commanding officer is outranked by the character, although characters should treat this roll as Difficult if the commander they are attempting to usurp is well-liked by his troops.
Fumble: unit tasks become Difficult until the character makes a subsequent successful Command roll, or for 1D6+1 combat rounds.
Failure: unit tasks incur a -5% penalty for 1D4 combat rounds.
Success: the unit acts coherently as directed by the character.
Special: unit tasks receive a bonus equal to the character’s POW for 1D4 combat rounds.
Critical Success: unit tasks become Easy for 1D4 combat rounds.
Attempts to command another type of military force from the character’s own, for example an Army lieutenant attempting to direct Navy sailors, is classed as a Difficult skill check.)
第二次世界大战期间，计算机还处于起步阶段。 这些机器是大规模的计算引擎，其最先进的真空管和闸流管占据了整个房间，并且需要不间断的维护和保养。 计算机使用技能使角色可以操作其中的一种设备，从而在零件不可避免地烧坏时进行更换，并确保计算正确完成。 如果角色可以使用这些稀有计算机之一，则在处理科学或密码问题时，可能会进行计算机使用军队，这可能对科学，密码学或数学技能鉴定有帮助。 （这允许破解通常仅通过加密技术才能实现的复杂或军事密码。破解此类密码所需的时间由守密人自行决定。）
困难成功：计算可以很好地了解项目，使相关的科学，密码学或数学技能等级获得+ 15％的奖励。 此外，角色还发现了操作计算机的新方法，并且可以将其计算机使用技能提高+1D6％。
(Computers are in their infancy during World War Two. These machines are massive calculation engines taking up entire rooms with their state-of-the-art vacuum tubes and thyratrons, and require constant upkeep and maintenance. The Comptography skill permits a character to operate one of these devices, replacing parts as they inevitably burn out, and ensuring that calculations are completed correctly. Should a character have access to one of these rare computers, a Comptography roll may be made when working on scientific or cryptographical problems, potentially giving a bonus to once science, Cryptography, or Mathematics skill roll. (This permits the cracking of complex or military codes that would normally be impossible by the use of the Cryptography skill alone. The time taken to crack such codes is at the Keeper’s discretion.)
Fumble: the character’s attempt to use the computer has resulted in a fatal error, burning out a number of essential components. Not only are the computer’s calculations useless, but the machine must be taken offline for 1D6 days to repair the damage.
Failure: the character fails to deduce any meaningful insights from the data produced.
Success: the calculations produced by the computer greatly enhance the character’s project, giving a +10% bonus to the next science, Cryptography, or Mathematics skill roll.
Special: the calculations provide great insight into the project, giving a +15% bonus to the related science, Cryptography, or Mathematics skill roll. In addition, the character has discovered new methods for operating the computer, and may increase his Comptography skill by +1D6%.
Critical Success: not only has the computer produced astounding results (+25% next science, Cryptography, or Mathematics skill roll), but it has also provided a number of insights that allow the character making the skill roll to increase his skill by +1D6%.)
(This skill deals with the creation, deciphering, and cracking of codes. A successful roll allows the character to encode or decode a message but only if the cipher is already known. It does not allow the character to crack military codes— after all, huge amounts of time and energy are expended by entire teams of specialists throughout the war to bring about such miracles—but the Keeper can allow the breaking of simple ciphers or poor quality codes. A failed roll results in an unintelligible transcript, whereas a Fumble results in a misleading, and potentially dangerously garbled, message being translated.)
损伤管理（15%）（Damage Control (15%)）
(Fires are particularly dangerous on ships and submarines, and every sailor learns the basic rules of damage control and emergency repair. Damage Control allows the character to use fire-fighting equipment and direct others to ensure fires are quickly brought under control.
Training in this skill also gives the character the ability to repair critical damage to a vessel under combat conditions to ensure that watertight integrity is maintained. Any critical damage to a vessel, including hull breaches, can be temporarily repaired by a successful Damage Control roll, though the Keeper should treat blocking hull breaches as a Difficult task.
Fumble: the character’s actions increase the severity of the damage. Depending on the location of the damage, the results could be catastrophic for the vessel.
Failure: the character is unable to repair the damage.
Success: the character temporarily repairs the damage and, in the case of a hull breach, succeeds in blocking the gap.
Special: the repair proves sound, and the character is able to make progress with secondary repairs, giving a +10% bonus to his next Damage Control roll.
Critical Success: not only does the repair fix the problem, but the repair is good enough not to need revisiting afterwards.
Although the term “Damage Control” is specifically used to refer to such ship-board training and activity, the skill can be extended to cover similar land-based activities, such as the protection of large buildings and installations.)
The Demolitions skill covers military or professional training in the storage, transport, and use of explosives (for example, dynamite and TNT) in the field to achieve specific tasks, such as destroying bridges and fortifications, or immobilising tanks. The ability to defuse a range of explosive devices is also covered by this skill, as is a knowledge of the use of timers and detonators, including fuse pencils and other SOE favourites.
If the character has Demolitions at 60% or higher, then most regular uses of the skill should automatically succeed. Demolishing massive structures, such as bridges, dams, and buildings, are Difficult unless the character has access to accurate plans or blueprints.
Fumble: the explosive goes off while the character is setting it, or too early in the case of a timed explosion.
Failure: the charge either fails to detonate, or does far too much (or too little) damage.
Success: the charge does the expected damage. On a successful Luck roll, any desired and feasible special effect, for example blowing up a bridge, is also achieved.
Special: the charge does special damage, and any desired feasible special effect is also achieved.
Critical Success: the charge causes the desired effect, and ignores any target armour.
For those who have not had the benefit of military or professional training, the Electrical Repair skill can be substituted instead with the Keeper’s permission, as described in the weapons table on p.65 of Call of Cthulhu, Sixth Edition.)
(Although equipment does become available to the public during the 1930s, enabling the development of private diving clubs, the use of underwater breathing apparatus for diving during the Secret War period is sufficiently unusual that it is not covered by the standard Swim skill. Diving, used in conjunction with Swim, represents the ability to use breathing apparatus for extended diving activities. Under normal circumstances the character should make a Diving roll on the way down and one on the way back up to ensure no mishaps occur, but if engaged in combat any activity must be attempted at half skill unless a successful Difficult Diving check is made, including making an attack. The Diving skill gives the character experience in emergency procedures while diving, and can be used to attempt a repair on diving equipment should it fail.)
履带车驾驶（10%）（Drive Tracked (10%)）
(Military characters only. This skill replaces Operate Heavy Machine with respect to military vehicles, and is the ability to drive tracked vehicles including half-tracks, mobile artillery, and tanks in normal conditions. Driving in adverse conditions such as heavy mud or snow is a Difficult task.)
(Espionage characters only. This represents the character’s knowledge of the methods employed in clandestine intelligence gathering and covert operations. This includes evasion techniques, signalling and counter-surveillance, the use of dead letter drops and other secret methods for communicating, as well as training in specific operational requirements and the concealment of activities in enemy territory. The Espionage skill can be used for counter-intelligence purposes to detect likely enemy spy activity, and for employing surveillance techniques to catch them.)
(Though in peacetime forgery is a crime, in wartime it is a critical requirement in the world of espionage.)
(Military characters only. The Fieldcraft skill replaces Conceal, Hide, and Sneak skills for military characters, and represents the basic military skills required to operate in the field, such as stealth, camouflage, and observation. Characters with the Fieldcraft skill will know the best way to approach an enemy position using cover to mask movement, how to cross rivers, and how to lay down an ambush.
Fieldcraft also represents camouflage techniques, allowing the character to obscure small firing positions and booby-traps. In addition, it can be used for short-term basic survival such as foraging and finding shelter.)
(Knowledge of the customs, stories, and beliefs of an identifiable area, region or people, such as a particular nomadic tribal region, the Celts, or the Romany Gypsies. This knowledge is primarily related to cultural traditions and legends, and can be used instead of Anthropology to detect the historical presence of a particular people through carvings and other signs.)
(Though criminal forensics is still in its infancy compared to modern techniques, investigators with this skill are trained to determine facts about incidents based on the scientific evidence at the scene, while ensuring that evidence remains uncontaminated. This skill can be used to search for fingerprints and other hidden evidence at a particular location, though this process is slow and painstaking so is unsuitable for quick searches, as it takes many hours to complete properly.
A character using the Forensics skill can learn one hidden piece of information about an incident scene for each 1D6 hours spent carefully analysing it. This information should be factual only, for example identifying the number of people involved in a gunfight, or finding a fingerprint on an iron poker at a murder scene. A Critical Success can provide a second piece of information at the Keeper’s discretion, while a Fumble indicates the character has contaminated the scene in his rush to find the evidence.)
(Though in peacetime forgery is a crime, in wartime it is a critical requirement in the world of espionage. Every intelligence agency maintains a department of master forgers capable of reproducing enemy permits, identification papers, and incriminating documents. Assuming a character has access to the right materials, or the ability to Scrounge (see p.93), a successful Forgery attempt allows him to spend 1D6 hours producing one set of papers or one permit. If the document being forged is particularly complicated or the character has had to scrounge the materials then the check is Difficult.
Fumble: the character makes an unrecoverable mistake while creating the duplicate, and must start again with new materials.
Failure: the resulting document is good enough to pass brief inspection, but anyone making a successful Spot Hidden roll will identify a major flaw in it when used.
Success: the document will pass normal scrutiny, but a detailed examination will reveal a mistake on a Difficult Spot Hidden roll.
Special: the document will pass normal scrutiny, and the character develops a “knack” for producing further copies, giving a +20% bonus to subsequent attempts at producing further replicas of this specific document.
Critical Success: the document is a perfect copy, and even the most detailed scrutiny will fail to identify it as a forgery.)
重武器（15%）（Heavy Weapons (15%)）
The Heavy Weapons skill represents training in man-portable heavy calibre weapons, mostly used for anti-tank or fire support in combat. Characters with military training are assumed to have received general training in the use of a number of weapon types. When choosing a specialisation, the character may attempt to use other types of heavy weapon at half his normal skill value, representing his general familiarity with these weapons.
Specialisations include: Aircraft Cannons, AntiTank Mines, Anti-Tank Weapons (including Anti-Tank Rifles, PIAT, Bazookas and Panzerfaust), Flamethrowers, Light Anti-Aircraft, Light Mortars, Light Cannons, and Machine Guns.)
(The ability to place individuals into trance-like states during which they are susceptible to suggestion, which can be used to control addiction, change habits, and cope with chronic pain. Attempting to place an individual into a hypnotic trance requires a skill roll and, despite what the pulp Hollywood thrillers would have you believe, the subject must be willing, or at least not resisting (a variety of medications can aid in this respect). Once in a trance, the subject can be ordered to carry out simple commands, though the hypnotist must make a successful Psychology roll to convince the subject to do something completely against character or potentially hazardous.
Fumble: the subject in question and the character are incompatible, and the character cannot attempt to hypnotise this particular subject ever again.
Failure: though the subject was not hypnotised, the character may attempt another session after a reasonable amount of time (Keeper’s discretion).
Success: the subject falls into a trance.
Special: the subject falls into a trance and, due to the strength of the effect, the character may put the subject into a trance at will in future without making a Hypnotism roll.
Critical Success: the subject falls into a trance and, due to the strength of the effect, the character may put the subject into a trance at will in future without making a Hypnotism roll. All attempts to persuade the subject to act against character or in a dangerous manner are treated as Easy.)
机构知识（01%）（Institutional Lore (01%)）
(Reflects the investigator’s knowledge of the workings and intricacies of an organisation, usually that to which they belong, such as a university or government department. This represents the investigator’s familiarity with their organisation and the people within it, as well as their standing among colleagues and their ability to gain access to superiors in what is still a highly bureaucratic world. Assume the investigator knows any information that is considered common knowledge, but for more technical or obscure knowledge a check should be made.
This skill should also be used when attempting to cut through red tape or to find the right person to speak to, for example bypassing the usual bureaucratic chain of command to gain a meeting with the Head of the Department, or convincing the postman to let the investigator deliver the Dean’s mail for him.)
应急措施（25%）（Jury Rig (25%)）
(You can pretty much guarantee that when something breaks down, you never have quite the right part or piece of equipment on hand to fix it. The ability to cobble together something that will do the job out of the odds and ends you do have lying around is therefore invaluable. A successful Jury Rig roll allows the creation of a relatively simple item out of whatever materials are available, or the ability to use such materials to repair another damaged or faulty item; this could be a rickety bridge, a rudimentary fortification, or even a booby-trap or decoy. Used in conjunction with Electrical Repair and Mechanical Repair, as long as there are appropriate components, tools, and maybe even a workshop, quite sophisticated items of equipment can be jury rigged, should the occasion demand it. Want to retrofit that captured Volkswagen with armour plates and a machine gun? Now you know how!)
数学（EDU x2%）（Mathematics (EDU x2%)）
(A companion skill to Physics, this represents the ability to carry out advanced mathematical calculations, and is an essential weapon in the fight to crack enemy codes. A skill of 20% allows a person to do calculus and analytic geometry, while at 40% differential and integral calculus and non-Euclidean geometry become understood. At 60% a character is capable of creative, innovative mathematical work, and would no doubt be quickly approached to discuss certain special projects being investigated in New Mexico. Beyond 90% the character is at ease discussing his theories with Einstein, but is perhaps more susceptible to SAN loss due to the nature of his work.)
近战武器（各种）（Melee Weapon (Various)）
(For non-military characters, or for military ones who would not normally receive Close Combat training, Melee Weapon can be used instead for close-quarters fighting. There are many different types of melee, or hand-to-hand, combat weapons available.
Specialisations include: Axe, Club, Knife, Spear, and Sword, amongst others. The base chance for each specialisation varies, as shown in Table 21.)
表21：近战武器专业（Table 21: Melee Weapon Specialisations）
(Skill in Meteorology allows a character to predict local or regional weather conditions for up to three days, providing they have experience of the area’s weather patterns. As well as predicting weather conditions, the Meteorology skill allows the identification of different weather effects, their cause, and the likelihood of danger presented by them. A meteorologist would also easily be able to detect any subtle but unnatural weather conditions, such as unusual fogs or strangely moving clouds, where others might miss them.)
军事理论（05%）（Military Doctrine (05%)）
(Military characters only. Military Doctrine represents a military character’s knowledge of the armed forces, including ranks and insignia, protocols and procedures, and concepts such as military strategy and the varying schools of warfare. Characters can use this skill to know a specific piece of information relating to military matters, be that the correct chain of command to approach the Quartermaster General, or the standard pattern of attack for infantry assaulting reinforced emplacements.
Characters can also attempt to use this skill when trying to cut through red tape or justify actions that would be considered against regulations. A minor infringement of regulations would require a Normal skill check, while a major infraction against them would require a Difficult Military Doctrine skill check in order to justify it, and reduce it to a minor infringement; a second skill roll cannot then be made to reduce this infringement any further. A classic example of a character with a high Military Doctrine skill would be the “barrack room lawyer” capable of spouting military regulations to justify any action (or more likely any lack of action) to superiors.
A Keeper can also use Military Doctrine to identify errors in plans for battle proposed by the characters. Once a plan of attack is decided, the Keeper can roll a Military Doctrine skill test in order to advise the character of potential flaws.)
(The ability to analyse photographic imagery for specific patterns and information, and to glean intelligence from images. Training in photo-interpretation allows a character to identify enemy troop positions and other intelligence based on aerial photography supplied by the RAF on their regular reconnaissance flights over occupied Europe. Characters with this skill may make a check to spot concealed enemy forces and other features of interest from photographs, such as missile launch sites. In addition, photo-interpretation allows the detection of faked imagery and alterations to photographs.)
(Military and Espionage characters only. At the start of the war, parachuting is still a relatively new concept for the military, but by the end of the conflict and the huge landings in Crete, Normandy, and the Netherlands, it has become an accepted tool of war. The Parachute skill enables a character to successfully deploy and land via parachute without injury. In ideal conditions, a character should only make a Parachute skill check upon landing to ensure he does not land badly, or else he suffers 1D6 Hit Points of damage on impact. A Fumble indicates that not only has the character landed badly, but he has also come to earth miles from the intended drop point. In high wind or combat conditions, a Difficult skill roll is required to land or make significant course changes. Any actions attempted while parachuting, such as firing a weapon, are treated as Difficult.)
(At the start of the war, parachuting is still a relatively new concept for the military.)
(The Pilot skill remains essentially unchanged from that on p.73 of Call of Cthulhu, Sixth Edition, but the following specialisations are available to investigators:
Pilot Aircraft—Jet-engine (military only), Multi-prop, Rotary-wing (military only), Single-prop.
Others—Pilot Boat, Pilot Mini-sub (military only), Pilot Ship, Pilot Submarine (military only).)
(This skill represents a character’s ability to perform in public, whether musically, acting, dancing or singing, and may represent a pre-War career on the stage or in radio, television, or even films. Though the BBC ended all TV broadcasts in 1939, their radio services kept the morale of the nation afloat throughout the war, as well as giving the secret services a channel for communicating with agents overseas. Characters with this skill and a foreign language are ideal candidates for undercover work, or as presenters for the many foreign language services broadcasting propaganda in occupied Europe.)
无线电操作（01%）（Radio Operator (01%)）
了解无线电发射和检测设备的使用，以及现场无线电设备的维护和修理。 无线电已迅速成为确保盟军部队能够在战场上进行协调的必不可少的工具，尤其是火炮和空中支援。 也可以使用无线电操作来尝试突破敌人的无线电干扰，这需要艰难的滚动才能成功通过干扰进行1D6轮发射，此后敌人可能会再次尝试干扰广播。 无线电操作还允许使用雷达设备（已引入）来探测敌机。
大成功：角色在敌方接触上拥有牢固的锁定，可能无法再次逃避侦查。 由于角色具有出色的跟踪技能，对目标的任何攻击在其第一次攻击时都会获得+ 20％的加值。
(Knowledge of the use of radio transmitting and detection equipment, as well as the maintenance and repair of radio sets in the field. Radios have quickly become essential to ensure combined forces can coordinate on the battlefield, particularly artillery and air support. Radio Operator can also be used to attempt to break through enemy radio jamming, requiring a Difficult roll to successfully transmit for 1D6 rounds through the interference, after which the enemy may attempt to jam the broadcast again. Radio Operator also permits the use of radar equipment (as it is introduced) for the detection of enemy aircraft.
As well as radio operation, the skill includes the ability to understand and transmit Morse Code at a rate equal to one word per minute per skill percentile.
Naval characters may choose to specialise their Radio Operator skill in Sonar, allowing them to use sonar equipment to detect enemy ships and submarines. When attempting to use either radar or sonar, a Radio Operator skill check must be made, and adjusted to Difficult if the enemy is attempting to avoid detection (such as in the case of a submarine).
Fumble: the enemy contact has completely evaded the radar or sonar detector, remaining hidden from all further attempts to locate it, and receiving a +10% bonus to its first action as it appears from an unexpected location to strike.
Failure: the enemy contact has been lost momentarily. The character may make a roll next round in an attempt to reacquire the target..
Success: the character has detected the enemy, though must continue to make skill checks each round to maintain contact.
Special: the character has a solid lock on the enemy contact which may not evade detection again for the duration of combat.
Critical Success: the character has a solid lock on the enemy contact which may not evade detection again. Any attacks against the target receive a +20% bonus for their first strike due to the character’s excellent tracking skills.)
摩托车驾驶（15%）（Ride Motorcycle (15%)）
(Provides skill in the operation of motorcycles and motorcycle-sidecar combinations.)
枪榴弹（15%）（Rifle Grenade (15%)）
(This skill should be used for the indirect or direct fire of grenades launched using a rifle attachment, such as the American 22mm rifle grenade compatible with the M1 Garand and Carbine, and the M9A1 High Explosive Antitank grenade. This is the period equivalent of the modern skill Grenade Launcher.)
绳技（10%）（Rope Use (10%)）
(Though the days of sailing ships with hundreds of yards of rope securing their sails are long gone, every sailor knows how to tie off a rope. Rope Use gives the character the ability to tie different types of knot, and make use of ropes for securing and restraining others, as well as knowing how to get out of such restraints themselves. Characters with this skill can use it to construct makeshift winches and lifts between ships.)
(Espionage characters only. The knowledge and techniques required to sabotage equipment and vehicles, with or without explosives. A successful Sabotage roll indicates that the user knows how to disable the equipment or vehicle without explosives. It also indicates the best course for maximum damage or delay, and can aid a Demolitions or Combat Engineer skill check in doing greater damage or being more effective.
Fumble: the character is discovered in the act of sabotaging his target.
Failure: there is little or no damage caused to the target.
Success: the target is disabled for 1D4 days.
Special: the target is disabled for 1D4 weeks.
Critical Success: the target is permanently disabled.)
(This is a survival skill particularly useful in inhabited areas. A successful roll allows the character to “rustle up” food, small quantities of fuel, and maybe even some useful tools, through a variety of techniques: stealing, bartering, or otherwise appropriating (or rather misappropriating) items found nearby. Scrounge can also be used in conjunction with other skills, such as Mechanical Repair and Jury Rig, if specific materials need to be found in order to carry out essential repairs.
This is not a skill for surviving in the great outdoors, as it relies on having at least some degree of civilisation in the vicinity to be able to scrounge off. Only items which might conceivably be available in that particular locale can be scrounged. You are just not going to find a wedding dress on the Normandy beaches—unless you know exactly the right people to ask, of course...)
(Training in the use of skis for downhill skiing, long-distance travel over snow, and knowledge of correctly maintaining equipment. With limited training, most people can ski in normal conditions, requiring one Ski roll for each hour of travel, though terrain and weather conditions may require additional rolls. In combat situations, a character attempting to do anything other than ski must make a Difficult ski roll in order to carry out another activity, such as shooting a weapon. A Fumble result means the character has fallen during his attempt to manoeuvre and risks injury, requiring a successful Jump roll to avoid suffering 1D10 damage.)
射击参谋（舰炮）—直接和间接射击的远程武器受许多因素的影响，包括风速和风向，距离，甚至地球曲率。 在海上，它们还受到船只的方位和速度的影响。 结果，需要大量的计算以确保精确的瞄准。 角色可以计算出特定位置或船只的射击解，并尝试使用此解将一次大炮对那个位置或船只的攻击范围减少一个范围。
前线空指—允许角色指挥友方飞机攻击地面目标，而不会危及盟军。 如果守密人规定随时可以提供空中支援，则配备地图和配备无线电的角色可以将空中攻击指向敌方阵地。 低能见度条件增加了难度。 成功表示空袭成功。
前线观察员（陆基火炮）—只要他们与炮兵或其火力控制系统接触，前方观察员就可以尝试调整友军火力。 对于每次射击，前线观察员都可以通过成功的技能检查来报告和调整射击坐标。 成功调整后的每一轮射击，将火炮射击的准确度提高了5％，最高达到前线观察员技能的上限。 如果技能检查失败，则大炮已将脱靶。 如果前线观察员能够观察到目标，也可以尝试向该位置开火。 必须进行技能检查才能成功传递目标坐标。 一旦火力到达，前线观察员可以尝试如上所述调整目标坐标。
(Military characters only. The Spotter skill represents a character’s ability to work out firing coordinates for long-range weapons.
The Spotter skill has the following specialisations:
Firing Solutions (naval artillery)—Long range weapons, both direct and indirect fire, are affected by a number of factors, including wind speed and direction, distance, and even the curvature of the Earth. At sea, they are also affected by a vessel’s bearing and speed. As a result, considerable calculations are required to ensure accurate targeting. A character can calculate a firing solution for a specific location or vessel, and attempt to use this solution to decrease the range of one Artillery attack against that location or vessel by one band.
Forward Air Control—allows a character to direct friendly aircraft to attack ground targets without endangering allied troops. If the Keeper rules that air support is available at any time, a map and radio-equipped character can direct air attacks against enemy positions. Low visibility conditions increase the difficulty of this to Difficult. Success indicates that the air strike hits true.
Forward Observer (land-based artillery)—provided they are in contact with the firing battery or its fire control, a forward observer can attempt to adjust friendly fire. For each round of fire, the forward observer can report and adjust the fire coordinates by making a successful skill check. Each round of fire that is successfully adjusted increases the accuracy of the artillery fire by 5% up to the limit of the forward observer’s skill. If the skill check is failed, the artillery has fired off-target. A forward observer can also attempt to call friendly fire on a position if he is able to observe the target. A skill check must be made to successfully relay the target coordinates. Once fire has arrived, the forward observer can attempt to adjust the target co-ordinates as above.)
(The advances in medical technology made in the 20th Century have greatly increased the survival rates for men wounded in battle. All armies now field surgeons among their medical personnel, working in makeshift tent hospitals behind the frontline treating the worst injuries inflicted by the war. Characters with the Surgery skill are able to perform surgical procedures, often under combat conditions, to save the lives of the injured. Performing a surgical procedure at a field hospital is a Normal difficulty task, while attempting to perform a procedure under withering machine gun fire on Omaha Beach is a Difficult task, to say to least.)
(Knowledge relating to survival techniques for hostile and extreme environments, including how to dress, find shelter, safety techniques, hunting, foraging, and basic treatment of associated medical problems (such as frostbite or malaria). This skill is only applicable if the character’s survival is threatened by the environment, such as by a lack of water, food, or shelter.
When training in the Survival skill, the character should specify the type of environment he has been trained to operate in from Arctic, Desert, Temperate, Tropical, or Mountain.)
(Military characters only. The Tactics skill allows a character to understand the ebb and flow of battle, and to choose his actions accordingly. The use of Tactics affects a wide variety of skills, including the choice of which weapon to use and where the character positions himself on the battlefield; attempts to use such skills without first using Tactics are automatically Difficult. Predominantly working at an individual level, Tactics can only affect larger troop numbers when combined with the Command skill.
Fumble: the character’s appalling tactical appraisal of the situation gives his combat tasks a -25% penalty for 1D4 combat rounds.
Failure: the character’s flawed understanding gives his combat tasks a -10% penalty for 1D4 combat rounds.
Success: the character is able to make an adequate tactical assessment, and his combat tasks are performed systematically in accordance with his tactical goals.
Special: the character gains valuable tactical insight from his reading of the situation, providing a +10% bonus to his combat tasks for 1D4 combat rounds.
Critical Success: the character makes sound and effective tactical decisions, providing a +25% bonus to his combat tasks for 1D4 rounds.)
(The advances in medical made in the 20th Century have greatly increased the survival rates for men wounded in combat.)
(This skill represents the character’s ability to impart knowledge of a skill to another person. To teach a skill, the character must have twice the student’s skill percentage, or a skill rating of 50% (whichever is lower) in order to have the necessary ability to train it. A successful teaching session takes 1D3 days, and imparts one skill advance check to the student in the chosen skill.)
(The ability to operate and repair telephone equipment, particularly field telephones and telephone exchanges. Knowledge of this skill allows a character to redirect telephone signals through an exchange, listen in on calls, and make basic repairs and maintenance checks to telephone handsets and exchanges. Characters with this skill may also attempt to place listening devices in telephones, and will be able to recognise the sounds of a telephone that has been bugged.)
(Theology is the study of the divine, and particularly the use of analysis and argument to help understand and develop religious theories. Characters trained in theology should specify the religion they have theological training in, and have an understanding of the doctrines, history, dogma, and teachings of their chosen religion. Characters can also use this skill to conduct services, assuming they are ordained ministers of their religion. Academic theologians may not conduct religious services, tending to be historians or archaeologists with an interest in religious matters.
Characters with the Theology skill are likely to know more about other faiths than the average man, and receive half their skill for theological investigations of similar religions (Islam, Christianity, and Judaism all share certain similarities, while Buddism and Hinduism share a geographical and cultural basis).)
(Military characters only. The Torpedo skill provides the knowledge necessary to maintain, load and fire naval torpedoes, both from submarine firing tubes and ship-mounted torpedo launchers. Torpedoes in this era are unguided weapons aimed and fired by sight, making them highly inaccurate weapons, though the use of the Spotter (Firing Solutions) skill can greatly increase the chances of hitting a target.
Firing a torpedo from a stationary vessel (either submarine or surface) is a Normal task; firing while moving is a Difficult task.
The Torpedo skill may be used to attempt to defuse unexploded torpedoes, though this should always be considered a Difficult task. Refer to the Combat Engineering skill for rules regarding defusing explosive devices.)
(It doesn’t matter how good your survival skills are, you still won’t find a good cup of coffee in England. B.C.)