• No results found

Weapon Classes

In document Anima Beyond Science (Page 67-74)

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

In document Anima Beyond Science (Page 67-74)

Related documents