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.
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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