I follow the example of Skills in T2k13 for my Skills System. The Wheeled and Tracked Vehicle skills include both automatic and manual transmissions up to 5-Tons in Wheeled and 10-Tons in Tracked. I could teach ANYONE in this forum to drive an M939 5-Ton in about an hour. For vehicles weighing OVER 5 Tons (or 10 Tons for Tracked), the player must buy a Heavy Wheeled (or Tracked) Vehicle Qualification. This is essentially "a skill within a skill." You must buy it to drive the bigger vehicles. It gives you the skill to negotiate terrain with the longer and heavier vehicle as well as the ability to drive more sophisticated transmissions such as 8,9,10,13,15,18 and 20 speed "ranged" and "split" unsynchronized transmissions. I do the same for boating and piloting skills (Multi-engine, Heavy).
A Qualification is bought exactly the same as the driving skill, but THE QUALIFICATION CANNOT BE HIGHER THAN THE DRIVING SKILL IT IS LINKED TO. Whenever a Qualification is used, BOTH the Qualification AND the Driving Skill gain Experience (I use "Skill-Specific" Experience points). If ONLY the Driving Skill is used, The Qualification DOES NOT gain any experience. I allow my players to select a number of vehicles equal to their "Raw (non-asset) Skill" as vehicles they have personal experience with. They must pick HALF of these from their own Army's vehicle list. This also applies to any Vehicle Qualifications as well. I then give the character a small bonus during game play when they driving a vehicle he or she has prior knowledge of.
I give modifications to tasks during game play for driving a "stick" or an "automatic." An automatic will allow an automatic success in an acceleration under enemy fire. A "Stick" will require a roll. A "stick" will give you a bonus driving "off-road" because of the greater control it imparts. My players seem to agree with the way my Skill System works.
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