Pistol Rifle Energy
Heavy Blade Unarmed
Blunt Polearm
Exotic (per weapon) Improvised
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: 40
Linguistic Training
You can speak any language still in circulation and available to the galactic community, regardless of your intelligence.
Cost: 40 Perfect Form
You reduce the Strength
requirements for wielding a ranged weapon in two hands by 2 points.
Cost: 30
Trained Marksman
While aiming, you are treated as if you have aimed for an additional round.
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: 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: 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: 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: 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: 40 Bodyguard
You can defend someone else before or after your initiative, and take no penalty to do so.
Cost: 20
Coolness under Fire
You gain a +40 bonus to composure, and take only half the normal penalty for Taking Fire.
Cost: 40
Rapid Reload
You can reload in half as many active actions. Short range weapons may be reloaded with a passive action.
Cost: 30 Longshot
You take half the normal penalty for attacking beyond your range increment.
Cost: 40
Hacking Protocol
No penalty for attempting to hack computer systems during combat.
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: 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: 30
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: 60 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: 50
Extreme Sports Fanatic
You gain +10 physical resistance and +1 to all physical characteristic tests.
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: 40
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: 50
Lightning Reflexes
You do not have to pay the first -25 initiative penalty to gain an additional action on your turn.
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: 40
Blackblood Initiate
Requires Mastery in Poisons
Increase the PhR difficulty of any poison you craft and then use by 20.
At the creation of the poison, you may choose a particular species to effect, e.g. Human. When used on that species, the poison has twice the normal effect (e.g. damage becomes x2 damage). Effects that cannot be doubled have their onset time halved instead.
Cost: 40
Blackblood Adept
Requires Blackblood Initiate; Two Masteries in Poisons
Increase the PhR difficulty of any poison you craft and
then use by 40.
At the creation of the poison you may introduce a sample of the species to be affected
(hair/skin/blood etc.). If you do so, the difficulty to cure the
poison you develop increases two steps, and it’s duration is doubled when used on a species of that type.
Cost: 60 Ancient Style
Requires Combat Martial Arts or Defensive Martial Arts
Choose one benefit from the list below each time you take Ancient Style. You may take this module multiple times.
Cost: 40 Aikido Aikido
You suffer no penalties to combat manoeuvres during a
counterattack and may add twice your opponent’s strength
modifier to your final unarmed damage on a counter.
Kung Fu Kung Fu
You gain a +20 bonus to final damage, unarmed attack, defence or initiative. You may change where this bonus is applied each round.
MuayMuayThaiThai
You may add your strength modifier to your unarmed base damage, and again to your unarmed final damage.
Hold Position
You do not receive penalties for Taking Fire during a turn where you do not move.
Cost: 30 Ghost-Step
You take no penalty to Stealth for full movement.
Cost: 30
Advanced Weapons Training
Halve the penalty for using unfamiliar equipment or weaponry.
Cost: 30
Combat Technician
You suffer no penalty for attempting to repair equipment or vehicles during combat.
Cost: 30
Misdirection
Halve the penalty to Hide in front of someone.
Cost: 40