Imperial Marksmanship Academy Training

Alternate Names: Commando Training

The Empire values professionalism and precision in its agents, and prefers to centralize as much as possible. When training its military forces or its security agents, it has standard procedures and training camps, but when it seeks to train expert marksmen in any field, it brings all of them to a central academy. The Imperial Marksman Academy trains its students in essential blaster safety, maintenance and repair, quick response time, blasting on the move and how to fire one’s weapon from a “stable base.” The result is a consistent combat approach among Imperial agents, who universally hold their pistols in a two-handed grip, and move with a characteristic “crouching run” while firing that maintains the stability of their firing base.

Imperial Marksmen have little time for the absurd claims of cinematic glory of other marksmanship styles of the Galaxy. It focuses on hard facts and provable methods. The training process can be grueling, but the students it certifies come out with a solid foundation. However, while elite Imperial Marksman have remarkable reaction time and the ability to transition quickly from one weapon to another, as well as a flexibility to use any weapon well (though they claim that Imperial Combine makes the best weapons, of course), they lack the gloriously over-the-top mastery that some other styles enjoy. As a result, other marksmen across the galaxy like to tease practitioners as having inferior marksmanship.

Imperial Marksmanship Academy Training is a worked example of Ultimate Shootist (see Gun-Fu p 34), thought it neglects Cinematic skills.

Imperial Marksmanship Academy Training Traits

Advantages

Higher Purpose (Imperial Arsenal) [5]: Gain +1 to all rolls associated with Imperial Combine weapons and armor, including rolls to hit with imperial combine Beam Weapons or Grenade Launchers, Armoury rolls to maintain them, Connoisseur rolls to pick out fakes, etc. However, the character must favor imperial weaponry where possible, and maintain loyalty (or at least a strong sense of duty) towards the Empire.

Perks

Armourer’s Gift: See GURPS Gun-Fu page 17.

Cool Under Fire: See GURPS Gun-Fu page 18; note that this is redundant if you have either Enhanced Time Sense or Gunslinger.

Cross Trained: See GURPS Gun-Fu page 18.

Dead Eye: Don’t worry about the Precision Aiming rules; every level of Dead Eye allows the character to gain an additional turn of aiming for an additional +1 to their maximum aim.

Grip Mastery: See GURPS Gun-Fu page 19.

Infinite Ammunition: See GURPS Gun-Fu page 19-20.

Quick Reload: See GURPS Gun-Fu page 21.

Quick-Sheathe: See GURPS Gun-Fu page 21.

Standard Operating Procedure: See GURPS Gun-Fu page 22.

Techniques

Close-Hip Shooting
Average
Default: Prerequisite Skill; cannot exceed prerequisite skill+3.
Prerequisite: any Shooting skill

See GURPS Gun Fu page 26. Characters who use Close-Hip Shooting may not make “Sighted” attacks: they may not Aim, benefit from Aim, or make All-Out Attack (Determined) with their weapon. However, they gain a +3 to Fast-Draw contests, in addition to all the other rules of Close-Hip Shooting

Close-Quarters Battle
Average
Prerequisite: any shooting skill
Default: prerequisite skill; cannot exceed prerequisite skill+4.

See GURPS Gun-Fu page 26.

Immediate Action
Average
Prerequisite: Armoury or any shooting skill
Default: prerequisite skill-4; cannot exceed prerequisite skill.

See GURPS Gun-Fu page 28.

Payload Warhead
Average
Default: Beam Weapons (Rifle)-4 or Guns (Rifle)-2; cannot exceed prerequisite skill+0.
Prerequisite: Beam Weapons (Rifle) or Guns (Rifle)

Using Pyramid #3/65's "Alternate Guns Specialties" rules for Beam Weapons, this allows the character to buy off the penalty for firing a Grenade Launcher.

Quick Shot
Average
Prerequisite: any shooting skill
Default: Prerequisite Skill-6; cannot exceed prerequisite skill.
See GURPS Gun-Fu page 29. Use this technique when choosing your Total Number of Targets (see Simplified Rapid Fire on GURPS Action 2 page 36). Note that this effect is cumulative: if you have Quick-Shot at -1, your penalty to attack two targets is -1, three targets is -2, and so on. If you have purchased off all the penalty, you can divide your RoF among as many targets as you like at no penalty!
The default is reduced to -3 for characters with Gunslinger.

Targeted Attack
Hard
Prerequisite: any shooting skill
Default: varies

See GURPS Fun-Fu page 29

Imperial Marksmanship Academy Training as Power-Ups

What Does Style Familiarity (Imperial Marksmanship Academy Training) Get You?

  • The practitioner may purchase any Imperial Marksmanship Academy Training traits, moves, exercises or upgrades.
  • The practitioner may reduce any Predictive Shooting or Ranged Feint penalties made by other Imperial Marksmanship Academy Trainees by one.
  • The practitioner is familiar with all makes and models of modern Imperial Combine weapons.
  • They are automatically familiar with the code of conduct around Imperial Marksmanship Academy Training and how to challenge another to a contest of marksmanship (generally a test of skill at a blaster range).
  • You have a +3 to Tactics or Soldier to “form up with” any fellow Imperial Marksmanship Academy Trainees; because Battle Drills make this redundant, if the character is an Imperial Marksmanship Academy Expert, at the GM’s discretion, anyone with any “imperial training” gains a +3 to Tactics or Soldier to form up with you.

Imperial Marksmanship Academy Training is less of a “martial art” and more of an extensive training program common to elite soldiers and security agents across the Empire. It is always 20 points per level, and there is no “secondary style” training. Characters either learn the entire program, or they don’t.

The Imperial Marksmanship Academy scoffs at the existence of Gunslinger; while most of its practitioners look like Gunslingers, that’s a result of extensive training at the sort of thing many Gunslingers are good at! Even so, if a character with Imperial Marksmanship Academy Training took Gunslinger, they would generally take Gunslinger (Arsenal (Imperial Combine weapons only) -20%) [20]. They’ll generally forego techniques and perks that are made redundant by Gunslinger in such a case, paying less for their power-ups. The exact prices are left as an exercise for the GM.

Common Disadvantages and Quirks: Bloodlust [-10], Code of Honor (Soldier’s) [-10], Disicplined [-1], Fanaticism (Empire) [-15]; Sense of Duty (squad or Empire) [-5 or -10].

Imperial Marksmanship Academy Training – Certified

20 points
Prerequisite: None

The core training of the Imperial Marksmanship familiarizes the marksman with Imperial combine pistols and rifles, including how to fast-draw the pistol, transition to the signature two-handed grip with the pistol, move and fight with the pistol, and to move in and out of cover quickly. It also trains the marksman in the use of underbarrel grenade launchers. Marksman generally fire in a two-handed posture with their pistol; such attacks count as braced. They may shift to this position immediately after a fast-draw without first taking a ready action.

This level of training is generally as far as most people get, especially security agents. While it teaches the marksman the basics of integration into a military unit, this is not its primary purpose.

Perks: Battle Drills [1]; Cool Under Fire [1]; Style Familiarity (Imperial Marksmanship Academy Training) [1]; Grip Mastery (Pistol) [1]

Techniques: Close-Quarters Combat (Pistol) (A) Beam Weapons Pistol+4 [2]; Payload Warhead (A) Beam Weapons (Rifle)-2 [1];

Skills: Beam Weapons (Pistol) (E) DX+2 [4]; Beam Weapons (Rifle) (E) DX+2 [4]; Soldier (A) IQ [2]; Fast-Draw (Pistol) (E) DX [1]; Throwing (A) DX [2].

Imperial Marksmanship Academy Training – Expert

20 points, 10 points as secondary style
Prerequisite: Imperial Marksmanship Academy Training – Certified

Continuation of the Imperial Marksmanship Academy program is generally reserved for elite commandos or militarized security agents. They gain a greater focus on precision and learn to aim exceedingly well with either their pistols or their rifles. They further specialize in one of the pistol or the rifle, and become very good at snapping a quick pattern of shots with them. Finally, they gain a complete understanding of the weapons available in the imperial arsenal: they might be good with any weapon, but in their experience, no weapon exceeds imperial weaponry for accuracy and precision.

Characters who have already taken this power-up package can take it a second time for ten points; in this case, simply add the skill package not already taken.

Advantages: Higher Purpose (Imperial Arsenal) [5]

Perks: Dead Eye [1]

Skills and Techniques: Tactics (H) IQ [4]; Choose one of:

  • improve Beam Weapons (Pistol) by two levels to (E) DX+4 [12] for 8 points; Quick-Shot (A) Beam Weapons (Pistol)-2 [2]; or
  • improve Beam Weapons (Rifle) by two levels to (E) DX+4 [12] for 8 points; Quick-Shot (A) Beam Weapons (Rifle)-2 [2];

Imperial Marksmanship Academy Training Moves

Ammunition Discipline

5 points
Prerequisite: Style Familiarity (Imperial Marksmanship Academy Training)

The Empire often fights multiple wars on many fronts, and its soldiers have access to weapons with considerable rate of fire. Imperial marksmen learn to control their bursts and, when they run out of ammunition, to rapidly draw a new energy cell and slot it into place without missing a beat. These marksmen always check their ammunition loads and top them off between battles.

The character can fast-draw an energy cell and load it as a free-action; they are assumed to always be at full ammunition between scenes, provided they have any ammunition at all. At the GM’s discretion, this level of training can remove the need to worry about any ammunition at all. The character is assumed to “have enough ammunition,” and if ammunition needs to be changed, the GM can assume the character did so as a free action. If the GM wants to track ammunition in their game, this Move should cost 1 point less.

Perks: Infinite Ammunition (Quasi-Realistic) [1]; Quick Load (Energy Cell) [1]; Standard Operating Procedure (Off-Screen Reload) [1];

Techniques: Fast-Draw (Ammo) (E) DX+1 [2];

Assault Training

7 points
Prerequisite: Style Familiarity (Imperial Marksmanship Academy)

Imperial marksman, especially those that work as Security Agents, often specialize in “assault.” This teaches the marksman the essentials of urban combat, breaching, the use of grenades and the use of “assault blasters” which have improved rate of fire when compared to pistols, and how to use them while on the move.

Techniques: Improve Payload Warhead to (A) Beam Weapons (Rifle)+0 [2] for 1 point.

Skills: Forced Entry (E) DX+2 [4]; improve Throwing to (A) DX+1 [4] for 2 points;

Blast for Effect

5 points
Prerequisite: Style Familiarity (Imperial Marksman Academy)

In combat with various aliens, the Empire has found that they need to control their fire, and shoot for the target’s most vulnerable points. A particular tactic arose from the security agents stationed on Samsara, giving rise to the name of the Samsara Drill: first, the agent fires two snap shots at the target’s torso; if this slows or stuns the target, they aim for the skull and then make a third shot to put them down. Those who practice this often get it down to a single, instinctive movement, allowing them to plug their opponent with three shots. It should be noted that, for a novice, this attack is as difficult as just attacking the skull multiple times, but the first two shots have a chance to stun the target, reducing the chance that the target will defend the final, lethal attack. Experts can attack quickly enough that this becomes a superior option, as they can make their attacks to the torso harder to defend against, and thus more likely to stun the target for the final, lethal shot.

In addition to the Samsara Drill, those who learn this move may attack the skull with their blaster at -3, and attack the vitals at -2. Characters who take this must specialize, choose either Beam Weapon (Rifle) or Beam Weapon (Pistol).

Trademark Move (Samsara Drill): Make an All-Out (Determined) Sighted Quickshot Attack with your blaster; first attack the torso with two shots: roll Beam Weapons-4 to hit; you must succeed by at least your rcl to hit with both shots! The target defends normally.
For the third shot, make a single quick shot attack for the brain: roll Beam Weapons-7 to hit; the target defends normally; you may only hit once. You may not defend.
Imperial Marksmen Experts are much better with this attack; they roll Beam Weapons-4 to hit the torso, but the target dodges at -2; they roll Beam Weapons-3 to hit the skull.

Perks: Trademark Move (Samsara Drill) [1];

Technique: Targeted Attack (Beam Weapon (Pistol or Rifle) Shot/Skull) (H) Beam Weapons-3 [3]; Targeted Attack (Beam Weapon (Pistol or Rifle) Shot/Vitals) (H) Beam Weapons-2 [1];

Pistol Mastery

5 points
Prerequisite: Style Familiarity (Imperial Marksmanship Academy)

The marksman has learned to catalog each and every part of a blaster pistol. They learn the basics of all makes and models of pistols across the galaxy (they can ignore familiarity penalties on all Beam Weapons (Pistol) weapons), as well as the principles that make them work. They learn to disassemble, clean and re-assemble their blaster pistols in record time (10 seconds), which they can use to repair a jam caused by a critical failure in a single IQ-based Beam Weapons (Pistol) roll. Finally, they learn to fight with their pistols close to their body and may subtract up to 4 points of bulk penalties from their close combat rolls; see Close Hip Shooting for more.

Perks: Armourer’s Gift (Beam Weapons (Pistol)) [1]; Cross-Trained (Beam Weapons (Pistol)) [1];

Techniques: Close-Hip Shooting (A) Beam Weapons(Pistol)+3 [2]; Immediate Action (A) IQ-based Beam Weapons (Pistol)+0* [1];

*+2 from Armourer’s Gift

Rifle Mastery

5 points
Prerequisite: Style Familiarity (Imperial Marksmanship Academy)

The marksman has learned to catalog each and every part of a blaster rifle. They learn the basics of all makes and models of rifles across the galaxy (they can ignore familiarity penalties on all Beam Weapons (Rifle) weapons), as well as the principles that make them work. They learn to disassemble, clean and re-assemble their blaster rifles in record time (30 seconds), which they can use to repair a jam caused by a critical failure in a single IQ-based Beam Weapons (Rifle) roll. Finally, they become expert snipers, able to aim for an additional 2 turns for a maximum aim bonus of Acc+4 rather than Acc+2.

Perks: Armourer’s Gift (Beam Weapons (Rifle)) [1]; Cross-Trained (Beam Weapons (Rifle)) [1]; Dead Eye 2 [2]

Techniques: Immediate Action (A) IQ-based Beam Weapons (Rifle)+0* [1];

*+2 from Armourer’s Gift

Transition Training

5 points
Prerequisite: Style Familiarity (Imperial Marksmanship Academy)

Imperial marksmen often need to “transition” from one weapon to another quickly. An Imperial rifle or carbine is generally the better weapon when it comes to rate of fire, stopping power, and accuracy at longer ranges. The pistol, however, is generally superior in close-quarters combat. The marksman improves his ability to sling or sheath their longarm and then quickly draw their pistol, or vice versa, when circumstances dictate.

This move allows the character to sheath or draw a pistol in one turn (as a free action if they succeed at a Fast-Draw roll), and sheath or draw their long arm in two turns (one turn with a successful fast-draw roll).

Perks: Quick-Sheathe (Pistol) [1]; Quick-Sheathe (Longarm) [1]

Techniques: Fast-Draw (Longarm) (E) DX+1 [2]; improve Fast-Draw (Pistol) to (E) DX+1 [2] for 1 point.

Imperial Marksmanship Academy Exercises

Physical Training

20 points
Prerequisite: Style Familiarity (Imperial Marksmanship Academy)

The Imperial Marksmanship Academy puts its marksman through the same rigorous training regimen that it puts all of its soldiers through. The resulting marksman has superior physical fitness and health, and is better able to navigate obstacle courses and lift heavy weights.

Advantages: HT +1 [10]; Fit [5];

Skills: Jumping (E) DX [1]; Lifting (A) HT [2]; Running (A) HT [2]

Sentry Removal Training

20 points
Prerequisite: Style Familiarity (Imperial Marksmanship Academy)

Imperial marksmen often double as commandos; ostensibly, the sentry removal skills of Imperial commandos merit an entire set of entries of their own, but in practice, most marksman learn the essential basics: how to capture a target with a choke hold or eliminate them completely with the slash of a vibro-knife. They focus on silent kills. If this fails, most commandos learn Transition Training to rapidly shift to their pistol or longarm once the enemy has been alerted to their presence.

Techniques: Choke Hold (H) Wrestling+0 [2]; Targeted Attack (Knife Swing/Neck) (H) Knife-2 [2];

Skills: Knife (E) DX+2 [4]; Stealth (A) DX+2 [8]; Wrestling (H) DX+1 [4];

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