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Additional Rules

In document Anima Beyond Science v5.0 (Page 56-63)

If your wear armour is lower than the requirements of the armour, you take the difference as a penalty to all physical actions, including initiative.

You may no longer stack armour.

57

Training Modules Training Modules Training Modules Training Modules

Weapon Class Modules Weapon Class ModulesWeapon Class Modules Weapon Class Modules To effectively use a class of weapon, you must possess the weapon class module relating to it. If you use a weapon without the requisite module, you suffer a -30 penalty to attack and initiative.

Each weapon class module costs 20 points. You may buy a particular weapon class module once then once again per level of mastery. Buying the same module again grants a stacking +10 attack and initiative bonus when using that weapon class. This is called a specialization.

Specializations beyond the first one grant additional bonuses:

2 22

2ndndndndSpecializationSpecializationSpecializationSpecialization

+20 criticals with class Make additional attacks at -20 penalty

3 33

3rdrdrdrd SpecializationSpecializationSpecializationSpecialization

+40 criticals with class

Make additional attacks at -15 penalty

4 44

4thththth SpecializationSpecializationSpecializationSpecialization

+60 criticals with class

Make additional attacks at -10 penalty

Weapon Classes Weapon ClassesWeapon Classes Weapon Classes

Pistol Rifle Energy

Heavy Blade Unarmed

Blunt Polearm

Exotic (per weapon)

58 Mental Conditioning

Whenever your will might be tested, either by torture,

propaganda or confidence tricks, your training always sees you through.

+2 on willpower tests and +10 mental resistance

Cost:

Cost:Cost:

Cost: 40

Linguistic Training

You can speak any language still in circulation and available to the galactic community, regardless of your intelligence.

Cost:

Cost:Cost:

Cost: 40 Perfect Form

You reduce the Strength requirements for wielding a ranged weapon in two hands by 2 points.

Cost:

Cost:Cost:

Cost: 30

Trained Marksman

While aiming, you are treated as if you have aimed for an

additional round.

Cost:

Cost:Cost:

Cost: 40 Double-Tap

You may gain an additional attack with a semi automatic weapon once per round. The usual multiple attack penalties apply.

Cost:

Cost:Cost:

Cost: 40 Bull's-eye

You are treated as aiming for a round after spending an active action doing nothing but aim. You may do this once per round for each time you take this module.

Cost CostCost

Cost: 40 (may take up to 3 times)

Hail of Bullets

You only suffer a -10 penalty per additional attack when making multiple attacks in a round, while using a semi-automatic weapon.

Cost:

Cost:

Cost:

Cost: 30

Combat Martial Arts

You deal 30 points of damage with your unarmed strikes, and gain a +10 nonclass attack bonus when striking unarmed.

Cost:

Cost:

Cost:

Cost: 30

Defensive Martial Arts

You halve the penalties to attack when attempting to trap, take down or disarm an opponent. You gain a +2 characteristic bonus to perform these attempts.

Cost:

Cost:

Cost:

Cost: 40 Bodyguard

You can defend someone else before or after your initiative, and take no penalty to do so.

Cost:

Cost:

Cost:

Cost: 30

59 Coolness under Fire

You gain a +40 bonus to

composure, and take only half the normal penalty for Taking Fire.

Cost:

Cost:

Cost:

Cost: 40 Rapid Reload

You can reload in half as many

active actions. Short range weapons may be reloaded with a passive

action.

Cost:

Cost:

Cost:

Cost: 30 Longshot

You take half the normal penalty for attacking beyond your range

increment.

Cost:

Cost:

Cost:

Cost: 40

Hacking Protocol

No penalty for attempting to hack computer systems during combat.

Cost:

Cost:

Cost:

Cost: 40 Galactic Fighting Championship

Contender

Prerequisite: Having qualified to fight in the GFC; Combat Martial Arts

You now deal 50 points of damage with your unarmed strikes, ignore 2 points of armour and increase criticals inflicted by your unarmed

attacks by 20 points. You gain an additional +10 attack and +20 initiative when fighting unarmed.

Cost:

Cost:Cost:

Cost: 50

Shoot from the Hip

You suffer no penalty to ranged attacks when moving quarter your speed in a turn or less. If you run faster than this, the penalty for making ranged attacks is halved.

Cost:

Cost:Cost:

Cost: 30

60 Defensive Specialization

Requires 100 Defence per grade You gain an additional defence per turn, a +10 training bonus to defence, and a +1 bonus to

attribute tests to defend against combat manoeuvres. You may take this module multiple times.

Cost:

Cost:

Cost:

Cost: 60

SPEC-OPS Training

Halve the penalty for using unfamiliar equipment or weaponry.

Cost:

Cost:

Cost:

Cost: 30 Gla’han Do

Prerequisite: Trained for at least two years in traditional Gla’ade martial arts; Defensive Martial Arts

You take no penalty to trap,

takedown or disarm an opponent, add four times your opponents strength modifier as a bonus to

your base damage during a counter, and gain an additional +20 to

defence and +10 to initiative when fighting unarmed.

Cost:

Cost:Cost:

Cost: 50

Extreme Sports Fanatic

You gain +10 physical resistance and +1 to all physical characteristic tests.

Cost:

Cost:Cost:

Cost: 40

Lightning Draw

You suffer no penalty for attacking in the same turn that you draw a

weapon, and gain a +20 attack on one attack immediately after drawing a pistol-sized weapon. You may only gain this bonus once per combat.

Cost:

Cost:Cost:

Cost: 40

Combat Technician

No penalty for attempting to repair equipment or vehicles during

combat.

Cost:

Cost:Cost:

Cost: 30

61 Assault Training

You gain the Shield Weapon Module. When using a shield, you may declare one direction for it to face at the beginning of your turn.

When attacked from that direction by a ranged attack, your physical AT increases by 2 +1 per grade of quality that the shield possesses.

This bonus stacks with armour.

Cost:

Cost:Cost:

Cost: 50

Lightning Reflexes

You do not have to pay the first -25 initiative penalty to gain an additional action on your turn.

Cost:

Cost:Cost:

Cost: 50

Armour Specialization Reduce all Wear Armour requirements for armour you wear by 10. Additionally, you may reduce the final damage from blows you take by 5 points when wearing any type of armour.

You may take this module more than once, but each additional time requires you to have gained a mastery in Wear Armour.

Cost:

Cost:

Cost:

Cost: 40

62 Training Packages

Training Packages Training Packages Training Packages

Often a particular race or group will train their members in a particular set of skills, a holistic package rather than one aspect at a time. Training packages are a larger investment, but each part of the package will be cheaper, and often will have benefits greater than the sum of the whole.

You may only take one training package at each level.

GlaGla

GlaGla’’’’adeadeade Celebrantteade CelebrantteCelebrantteCelebrantte

Linguistic Training; Extreme Sports Fanatic

Additional Racial Bonus (Cultures)

Cost: 80 Karran Karran Karran

Karran ErrantErrantErrantErrant

Blades Module; Coolness under Fire; Lightning Draw

In the Face of Adversity (see Core Book p267)

Cost: 80

Caius Caius Caius

Caius HeadhunterHeadhunterHeadhunterHeadhunter

Rifle Module; Trained Marksman Increase difficulty to be tracked two steps

Cost: 40

Human Special Forces Human Special Forces Human Special Forces Human Special Forces

Mental Conditioning; Defensive Martial Arts; Unarmed Module Half effect from enemy coercion Cost: 60

Tuer Tuer Tuer

Tuer’’’’iiiiiiii PeacekeeperPeacekeeperPeacekeeperPeacekeeper

Assault Training; Bodyguard;

Shotguns Module

Ignore PhR checks of less than 80 Cost: 80

63

In document Anima Beyond Science v5.0 (Page 56-63)

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