Additional Skills
*Close Combat Skills*Shooting Skills*Movement Skills*Miscellanious Skills*
Jump Back -
Can move to arms length for free. Or can double chances of leaving combat. (unsure which)
Disarm -
Instead of counter attacking they can choose to disarm the opponent. If they can pass an initiative test they remove the weapon from the hand that just attacked them and if they don't wish to use it, it scatters D6 yards in a random direction away from the combat.
Parry -
Can ignore the parry penalty of the weapon
Counter attack -
Can always counter attack after a successful parry if they can pass an initiative test.
Step Aside -
+40% to chances of dodging, instead of +20%.
Impetuous -
If they win combat they get a free movement of up to 4 yards.
Body Slam -
+20% when charging instead of +10%
Crushing Blow -
Double strength bonuses in close combat.
Head Butt -
Exchange two hits for one with an extra +10% to the Hit location roll, exchange three hits for one with an extra +20% to the to hit roll, exchange four hits for a single hit with an extra +30% to the to hit roll, etc.
Subdue
This is very useful for Inquisitors and Enforcers alike, it allows characters to stun foes and take them alive for 'questioning'.
This is a skill used in combat, it is used in close combat and cannot be used at arms length, even with Reach 4 weapons. Attack normally, if the attack hits it automatically lands on the head, and, regardless of the weapon used, does D6 damage. As the target is hit in the head they will have to make a toughness test or be stunned. If a character with this skill subdues a already stunned target, the target is knocked unconscious. However, charcters subdued is this way count as having the true grit skill, and so may attempt to regain consciousness.
Crack Shot -
Can re-roll a to hit dice once per turn. (Cannot re-roll a natural 96-100).
Fast shot -
Can shoot as many time per action as (speed/5)+1. Follow rules for firing on semi auto.
Marksman -
+20% to chances of passing a Nerve test if another target comes in line of sight when aiming. Or +20% for each action spent aiming instead of +10%. (unsure which)
Rapid Fire -
If character hasn't moved this turn they can fire twice per action instead of once.
Artillerist -
Heavy weapons require more training and up-keep than most
standard weaponry, military regulars are put through intense training
sessions introducing them to the Rites and Rituals used to evoke its' true
efficiency. A character with this skill may take a free Pause for Breath
(pg.26) action if the previous action, and its next are related to the use
of his Heavy weapon (firing, aiming, loading etc.) Also any technical rolls
made in using the Heavy weapon add +20% SG.
Evade -
There is an extra -20% to hit the character if within 20 yards, and an extra -10% to hit if character is more than 20 yards away (note its either -20% or -10% not -30% at long range)
Sneak Up -
-20% to chances of them being spotted.
Flight -
Character can fly. Movement up cost double whist movement down cost half. (i.e. to fly up at run speed you would get up 3yards and to fly down at a sprint speed you could fly 20 yards)
Robot Programmer
This skill allows the user to better program the robots that he uses, meaning he gets +20% to all tests dealing with the programming of robots.
Quick Learner
The character is a very eager learner, soaking up new knowledge and skills with passion. At the end of every full four weeks of training the character gagins an extra D3 training points in all areas beong trained for.
Mentor
The charcter is very good at getting the best out of others. Each week the character is not training they may help another, giving them one extra training point per week.
Tutor
The character is very good at passing on what he knows to others. When not training himself, the character may tutor another in a skill they possess. The characters then combine their training points for the pupil's training.
*Close Combat Skills*Shooting Skills*Movement Skills*Miscellanious Skills*