Weapon Training

Weapon Training

  • Level 1

    • Select one of the following options;

      • You are proficient with Big Guns (Cannot be traded in)

      • You gain Advantage on attack tests with Big Guns.

    • You can change this option if you gain proficiency with Big Guns later on.

    Level 2

    • You have advantage on attacks with Big Guns

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Machinegun;Taking your time on Bursts grants Burst Fire(+3).

      • Launcher; Maximum ideal range increased by 5 times your Aim Rank.

      • AM Rifle: Minimum ideal range reduced by 5 times your Aim Rank, to a minimum of 25 feet.

      • MFR; Attacks gain Knockback(+1) and Knockdown(+1)

    Level 3

    • You are proficient at Ranged Combat Maneuvers.

    • Your attacks with Big Guns deal +1D damage.

    • Evasion tests against your Template and Blast attacks with Big Guns are Difficulty(3).

    Level 4

    • Your Maximum Carrying Capacity increases by 10.

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Machinegun; Reload decreases by 1, to a minimum of Reload(3)

      • Launcher; Whenever you reload your weapon, you can move 10 feet for each AP you spend reloading.

      • AM Rifle: While Prone, you can re-roll an attack or damage test of your choosing and pick either result once per turn.

      • MFR; You can use Mechacraft as an attacking skill.

    Level 5

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Machinegun; Burst Damage increases by 1 and you can choose to Threaten targets within 10 feet of your original target as opposed to 5

      • Launcher; Attacks gain Template(+1) / Blast(+1) if they already have the corresponding quality.

      • AM Rifle: You can take walk actions with a Set-Up weapon without having to set it up again, but you have the Slowed condition while doing so.

      • MFR; On a critical hit, you can spend 3 stamina to roll for equipment damage on the target’s armor. If the target is not wearing armor, they are knocked Prone instead.

  • Level 1

    • Select one of the following options;

      • You are proficient with Chem Weapons(Cannot be traded in)

      • You gain Advantage on attack tests with Chem Weapons.

    • You can change this option if you gain proficiency with Chem Weapons later on.

    Level 2

    • You have advantage on attacks with Chem Weapons.

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Medigun; Med or Stim ammunition heals 1d6 instead of 1d3.

      • Fog Gun & Dart Gun; When you successfully inflict the Poisoned Condition on a target for the first time in an encounter, they are also Stunned.

      • Needlegun; Critical Hits deal an additional +1D damage.

    Level 3

    • You are proficient at Ranged Combat Maneuvers.

    • Your attacks with Chem Weapons deal +1D damage or +1 Healing.

    • Evasion tests against your Template and Blast attacks with Chem Weapons are Difficulty(3).

    Level 4

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Medigun; A target hit with Med or Stim ammunition, recovers an additional D3 HP/Stamina at the beginning of their next turn, provided they are not Out of the Fight

      • Dart & Fog Gun; Targets hit with Acid or Corrosion receive one stack or Acid Burn or Corrosion for each success they fail the test to resist by - up to the usual maximum. (eg. If you inflict Corrosion(5) on a target and they roll 2 successes on their test to resist, they are afflicted by 3 stacks of corrosion as opposed to 1)

      • Needlegun; Reload is reduced by 1, to a minimum of Reload(2).

    Level 5

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Medigun; Med or Stim ammunition can increase a target’s Health or Stamina beyond its usual Maximum until the end of its next turn.

      • Dart Gun; The first target you hit with Acid or Corrosion on your turn always receives at least one stack of the condition unless they critically succeed on their test to resist or are otherwise immune.

      • Fog Gun; Attacks gain Blast(+1) / Template(+2).

      • Needlegun; Once per turn, you can expend an additional shot of ammunition from your weapon to force a target to re-roll a test against acid, corrosion or poison.

  • Level 1

    • Select one of the following options;

      • You are proficient with Firearms (Cannot be traded in)

      • You gain Advantage on attack tests with Firearms.

    • You can change this option if you gain proficiency with Firearms later on.

    Level 2

    • You have advantage on attacks with Firearms

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Pistols; Ranged attacks do not provoke attacks of opportunity.

      • Shotguns; Ranged attacks gain Knockback(X) against targets within 5 feet.

      • SMGs: Bursts gain Burst Fire (+2)

      • Carbines; Minimum ideal range is reduced by 5 times your Aim Rank - to a minimum of 15 feet.

      • Rifles; You can take Disadvantages up to your Aim Rank on your Ranged Attacks to gain +1D Damage per disadvantage.

    Level 3

    • You are proficient at Ranged Combat Maneuvers.

    • Your attacks with Firearms deal +1D damage.

    • Evasion tests against your Template and Blast attacks with Firearms are Difficulty(3).

    Level 4

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Pistols; You can use your Free Action to make an attack with a Pistol that does not have the Unwieldy quality

      • Shotguns; Gain Circle of Death against targets within 10 feet.

      • SMGs;‍ ‍Whenever you reload your weapon, you can move 10 feet for each AP you spend reloading.

      • Carbines; Reload reduced by 1, to a minimum of Reload(2)

      • Rifles; When Prone or Set-up, you can use the Called Shot Maneuver without an additional AP cost.

    Level 5

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Pistols; You have Circle of Death out to 15 feet and once per turn, when you score a Critical Hit, you can immediately make a additional attack with the same weapon as part of the same action.

      • Shotguns; Ranged attacks deal +5 pts of damage and you can re-roll damage tests and pick either result when taking you time.

      • SMGs;‍ ‍Bursts gain +1Pt of damage and do not provoke attacks of opportunity.

      • Carbines; Reduce the cost of the Whip Shot and Supressing FireRanged Maneuvers to 1 AP and a free action respectively.

      • Rifles; Once per round, if you are Prone or at least 15 feet above your target, you can re-roll the attack and/or damage test on an attack and pick either result.

  • Level 1

    • Select one of the following options;

      • You are proficient with Martial Weapons (Cannot be traded in)

      • You gain Advantage on attack tests with Martial Weapons.

    • You can change this option if you gain proficiency with Martial Weapons later on.

    Level 2

    • You have advantage on attacks with Martial Weapons.

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Axes; Critical hits deal +1D damage.

      • Bows & Crossbows; Free Actions can be used as Reload actions.

      • Maces; Attacks gain Stun(+1)

      • Polearms; Attacks gain Knockback(2).

      • Sword; Gain the Guarded or Finesse quality

    Level 3

    • You are proficient at Armed or Ranged Combat Maneuvers.

    • Your attacks with Martial Weapons deal +1D damage.

    • You can make One-two attacks with non-ranged Unwieldy Martial weapons.

    Level 4

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Axes;Killing Blow and Killing Frenzy maneuvers deal +1D damage.

      • Bows; Increase the maximum ideal range by 5 times your Aim rank.

      • Crossbows; Decrease the minimum ideal range by 5 times your Aim Rank.

      • Maces; You can take your time to add +(Strength)D damage on an attack at the cost of (Strength) stamina.

      • Polearms; Gain Circle of Death out to your melee range.

      • Swords; You can use a non-bulky sword two handed (Advantage on attacks and +2D damage) or a Bulky sword one handed (disadvantage on attacks.)

    Level 5

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Axes; You can reroll damage on critical hits and pick either result.

      • Bows; Nock up to three non-blast arrows at once on a bow with consecutive Reload actions. All arrows hit the same target with a single attack test but make separate damage tests. If the attack is a Combat Maneuver, only the first arrow benefits from the Maneuver’s effects.

      • Crossbows; Ranged attacks deal an additional +2D damage when fired at half their maximum ideal range or below.

      • Maces; You can perform an Equipment Break maneuver as a Free Action on a critical hit. This maneuver does not count towards the maximum number of maneuvers you can use per turn.

      • Polearms; Attacks gain Knockback(X) or Knockdown(X).

      • Swords; Taking your time on an attack grants +1D Damage and one of the following qualities; Sever, Knockdown(+3), Knockback(+3), Grip or Stun(+3).


  • Level 1

    • Select one of the following options;

      • You are proficient with Powered Weapons (Cannot be traded in)

      • You gain Advantage on attack tests with Powered Weapons.

    • You can change this option if you gain proficiency with Powered Weapons later on.

    Level 2

    • You have advantage on attacks with Powered Weapons.

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Powered Hammers; Powered Profile gains Knockback(+1) and Knockdown(+1).

      • Drills; Can attack using its Powered profile even without ammunition, but must roll on for equipment damage after doing so.

      • Powered Gauntlets; Jab, Kick and Body Strike actions count as an attack wielding a Powered Weapon.

      • Shredders; Powered Profile’s Critical hits deal +1D damage.

    Level 3

    • You are proficient at Armed Combat Maneuvers.

    • Your attacks with Powered Weapons deal +1D damage.

    • You can make One-two attacks with non-ranged Unwieldy Powered weapons.

    Level 4

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Powered Hammers; When dealing equipment damage using the weapon’s Powered Profile, roll on the equipment damage table twice and pick the higher result.

      • Drills; All results on the Equipment damage table for your weapon are reduced by 1.

      • Powered Gauntlets; You can expend additional Ammunition to re-roll a missed attack roll once.

      • Shredders; Once per turn on an attack using Powered Profile, you can roll damage twice and pick either result.

    Level 5

    • You can use Mechacraft as an attacking skill with Tech weapons.

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Powered Hammers; Once per turn when you score a critical hit against a target using Powered Profile, you may create Difficult Terrain on a Template(5) area starting from them or a Blast(2) area centered on them.

      • Drills; When taking an target Out of the Fight using Powered Profile, you can expend 2 stamina to move up to 15 feet without turning and make a free attack against another target in range and in your front arc.

      • Powered Gauntlets; Once per turn when using Powered Profile, you can expend 2 Stamina to grant an attack the Blast(1) quality. You are immune to the damage from this Blast.

      • Shredders; Take your time attacks using Powered Profile gain Coup de Grace(+1)

  • Level 1

    • Select one of the following options;

      • You are proficient with Tactical Weapons (Cannot be traded in)

      • You gain Advantage on attack tests with Tactical Weapons.

    • You can change this option if you gain proficiency with Tactical Weapons later on.

    Level 2

    • You have advantage on attacks with Tactical Weapons.

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Brawling; Jab, Kick and Body Strike actions counts as an attack wielding a Brawling Weapon.

      • Curved Blades; Advantage on all skill tests as part of a Basic or Armed Combat Maneuver

      • Lashing; You can use your Strength or Dexterity to drag a gripped target

      • Segmented; Non-bulky weapons grants +1 non-degrading AV on front Arc. Bulky weapons grant +2. This armor does not stack with Shields or Two Weapon Fighting training.

      • Throwing; Increases range of Thrown weapons by 5x your Strength attribute.

    Level 3

    • You are proficient at Melee or Ranged Combat Maneuvers.

    • Your attacks with Tactical Weapons deal +1D damage.

    • You can make One-two attacks with non-ranged Unwieldy Tactical weapons.

    Level 4

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Brawling; Exerting on damage tests grants an additional +1D damage.

      • Curved Blades; Once per round, using the Riposte quality does not expend a reaction.

      • Lashing; You can use Disarm combat maneuvers as a free action. (or no action if you don’t attack on your turn.). If you successfully disarm a target, you can expend 2 Stamina to Grip them.

      • Segmented; You can use Parry Combat maneuvers as a free action (or no action if you don’t attack on your turn.). If you successfully Parry a target, you can expend 2 Stamina to make a damage test against them.

      • Throwing; You can make an attack as a Free Action. If you miss an attack, you can expend a use of your throwing weapon to re-roll the attack once.

    Level 5

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Brawling; You gain Circle of Death out to 5 feet and regain 1stamina on a critical hit once per turn.

      • Curved Blades; When you successfully Riposte, you can use an Armed or Basic Combat Maneuver of up to 2 AP in place of your attack.

      • Lashing; You may still deal damage when you Grip a target and when you Grip a target you can use a Trip maneuver as no action.

      • Segmented; You know the Clash and Shield Push Combat Maneuvers and can use them with your Weapon.

      • Throwing; Missed ranged attacks only threaten enemy targets and you can take your time to attack as many targets as you’d like within your weapon’s ideal range. (You can only attack each target once, making an individual attack and damage roll, and each attack expends 1 Stamina and 1 use of your Throwing Weapon.)

  • Level 1

    • Select one of the following options;

      • You are proficient with Tech Weapons (Cannot be traded in)

      • You gain Advantage on attack tests with Tech Weapons.

    • You can change this option if you gain proficiency with Tech Weapons later on.

    Level 2

    • You have advantage on attacks with Tech Weapons.

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Laser; You can Overcharge your weapon once per turn to grant it +2D damage and +10 feet of maximum ideal range.

      • Arc; You gain Shockproof(+1) and cannot be Stunned by your own Shock damage.

      • Combustion: You gain Fireproof(+1) and cannot be made Afraid by your own Scorch Damage.

      • Frost; You gain Coldproof(+1) and cannot be Slowed by your ownFrost Damage.

      • Resonance; Your attacks gain Vulnerable

    Level 3

    • You are proficient at Armed Combat Maneuvers or Ranged Combat Maneuvers.

    • Your attacks with Tech Weapons deal +1D damage.

    • Evasion tests against your Template and Blast attacks with Energy Weapons are Difficulty(3).

    Level 4

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Laser; Once per turn, you can either Ignore Cover or the Shield Projector quality on a target.

      • Arc; Overcharging your weapon deals D3+1 Shock to all Mechanical Units or Heavy Armor targets within 15 feet of your target.

      • Combustion: When attacking, you can choose to leave Scorched Ground behind; The scorched ground occupies any space targeted by your attack (or occupied by your target) for 2 rounds. It is difficult terrain and characters moving over the area take 1 point of scorch damage for every 5 feet they cross. If a character ends their turn in Scorched Ground they take 1d6 additional points of Scorch damage.

      • Frost; When a target critically fails a test against your weapon’s frost damage, they are immobilized until the end of your next turn.

      • Resonance; You can always expend stacks of the Vulnerable condition when attacking.

    Level 5

    • Select one of the Following Abilities. You gain that ability while wielding the corresponding weapon type;

      • Laser; When you Take your Time with an attack, you can hit two targets in your front arc that are lined up and within your weapon’s range. If your weapon’s range is less than 30 feet, it becomes 30 feet for this attack. Make a single attack test and damage test against both targets.

      • Arc; If your weapon is damaged by an Overcharge, you can choose to deal 2D6 points of Shock damage to yourself and ignore the damaged result. Your weapon is then reloaded by the same amount of Shock damage, up to its maximum clip size.

      • Combustion: You and allies within 5 feet of you are immune to the effects of your Scorched Ground.

      • Frost; Your attacks deal +2D damage to slowed or immobilized targets and if you take an immobilized target Out of the Fight with an attack or effect that deals Frost Damage, all targets within 10 are hit by Frost(5).

      • Resonance; Once per turn you can choose to inflict Noise(+1) on any space targeted by your attacks or occupied by a target of your attacks.

  • You can only take this training tree once. Each level Requires the corresponding level of a Weapon training

    Level 1

    • You gain Advantage on Attacks with your selected Weapons Category.

    • Whenever you take a Long rest, you can switch a Weapon bonus from one of your Weapon trainings for another of the same level.

    Level 2

    • You can benefit from all Level 2 Weapon Training options in your selected Category, as opposed to one.

    Level 3

    • You are Proficient at Armed or Ranged Combat Maneuvers.

    • You have Advantage on tests to identify, repair, craft or maintain Weapons in your selected Category.

    Level 4

    • You can benefit from all Level 4 Weapon Training options in your selected Category, as opposed to one.

    Level 5

    • You can benefit from all Level 5 Weapon Training options in your selected Category, as opposed to one.