Combat Talents are abilities that focus on weapons training and the use of heavy explosive ordinance and specialised ammunition. As such, you add your Body attribute to attack rolls, damage rolls, and save difficulties incurred by using a Combat Talent.
Combat Talents can be used a number of times equal to your current Body attribute. If your available uses of combat talents reaches 0, in an emergency you can use 1 more combat talent in exchange for suffering from the Exhausted status effect.
Rank 1 - Passive Talent. You have received basic Heavy Weapon training and can now safely equip Heavy Weapons. Heavy Weapons do not use Heat and instead expend Power Cells to fire, which must be installed prior to combat.
Rank 2 - +1 to Heavy Weapon attack rolls, and you can now reload Heavy Weapons as a Main Action during combat.
Rank 3 - The range of all Heavy Weapons is increased by 2m.
Rank 4 - +2 to Heavy Weapon attack rolls, and Power Cell capacity of all armours is increased by 1.
Rank 5 - The radius of all Heavy Weapon impacts is increased by 1m.
Rank 6 - +3 to Heavy Weapon attack rolls, and Power Cell capacity of all armours is increased by 2.
Rank 7 - Heavy Weapon range bonus increases to 4m.
Rank 8 - +4 to Heavy Weapon attack rolls, and Power Cell capacity of all armours is increased by 3.
Rank 9 - Heavy Weapon radius bonus increases to 2m.
Rank 10 - +5 to Heavy Weapon attack rolls, and as a Bonus Action, you can now fabricate your own Power Cells during combat for a cost of 2 Omni-Gel.
Rank 1 - Passive Talent. Gain an additional 1 maximum HP per character level. Applies retroactively.
Rank 2 - Gain an extra 1m of movement speed.
Rank 3 - Swapping between your currently equipped weapons is now a free action.
Rank 4 - Maximum HP bonus now increases to 2 per level.
Rank 5 - Movement speed bonus increases to 2m.
Rank 6 - You can now equip a Primary Weapon into your Secondary Weapon slot.
Rank 7 - Maximum HP bonus now increases to 3 per level.
Rank 8 - Movement speed bonus increases to 3m.
Rank 9 - You may use Sprint as a Bonus Action.
Rank 10 - Maximum HP bonus now increases to 4 per level.
Rank 1 - As a Bonus Action, throw down a heavy deployable barricade within 1m and Take Cover behind it.
Rank 2 - Your barricade is now 2m in width, allowing for a single ally to use it as cover alongside you.
Rank 3 - Your barricade now has 1 Armour Point, this can be spent as a Reaction to halve the damage of an incoming attack. Once the barricade runs out of Armour Points it is destroyed.
Rank 4 - As a Bonus Action, you may move the barricade up to 2m in any direction.
Rank 5 - Your barricade is now 3m in width, allowing for 2 allies to use it as cover alongside you.
Rank 6 - Your barricade now has 2 Armour Points.
Rank 7 - Each 1m segment of the barricade now resembles a small fort. Anyone taking cover at your barricade now also gains cover against attacks from the sides and rear.
Rank 8 - Your barricade is now 4m in width, allowing for 3 allies to use it as cover alongside you.
Rank 9 - Your barricade now has 3 Armour Points.
Rank 10 - Each 1m segment of the barricade now has it's own pool of Armour Points.
Rank 1 - As a Bonus Action, deploy a proximity mine on an unoccupied floor space within 2m. Should a creature or heavy object enter the same space, the mine detonates, dealing 2d6 Combat damage to everything within the occupying space.
Rank 2 - Deployment range increased to 4m. The mine is now ‘sticky’ and can be attached to walls, ceilings, and other surfaces.
Rank 3 - Damage increased to 2d8.
Rank 4 - When deploying, you may now set a custom trigger mechanism, so the mine only detonates if certain conditions are met. For example, only if a hostile enemy creature enters the space, or a certain weight class of vehicle. Alternatively, the mine could be set on a round timer, or triggered remotely via a bonus action.
Rank 5 - Deployment range increased to 6m. The mine is now self-camouflaging. Enemies within 6m of the mine must make a Mind save to be able to detect it.
Rank 6 - Damage increased to 2d10.
Rank 7 - When deploying, you may now choose if the mine is single target or wide-area. If choosing wide-area, when the mine detonates it now affects all adjacent spaces within 1m, but only deals 2d6 damage.
Rank 8 - Deployment range increased to 8m. The mine can now produce a small holographic appearance to try and lure in unsuspecting enemies. This could appear to be a dropped datapad or credit chit, or a small creature no bigger than a common house cat.
Rank 9 - Single target damage increased to 2d12. Wide-area damage increased to 2d8.
Rank 10 - When the mine detonates, you no longer need to roll for damage. Instead the mine always deals full damage (24 for single target, 16 for wide-area.)
Rank 1 - Launch a heavy restricting net at a target within 4m. At the start of each of their turns, they must make a Body save, on a failure they are Immobilised for that turn. The net remains in place until the target or their ally uses a Main Action to remove the net.
Rank 2 - Range increased to 6m.
Rank 3 - The net can now affect up to 2 targets if they are adjacent to one another.
Rank 4 - The net now has denser weights. On a failed save, the target is now also Prone. Targets also suffer disadvantage on future Body saves to resist the net.
Rank 5 - Range increased to 8m.
Rank 6 - The net can now affect up to 3 targets if they are adjacent to one another.
Rank 7 - The net now self-tightens. On a failed save, the target is now also Incapacitated for the duration of their turn.
Rank 8 - Range increased to 10m.
Rank 9 - The net can now affect up to 4 targets if they are adjacent to one another.
Rank 10 - The net is now made of razor sharp wire. Each time a target fails their save, you may choose to inflict 1d8 Combat damage to them as a free action.
Rank 1 - As a Main Action, fire a high powered blast that propels enemies with bone-crushing force on a target within 4m. Ranged Talent Attack Roll. Deals 2d4 Combat damage.
Rank 2 - On a successful attack, the target is also pushed back 1m.
Rank 3 - Talent range is increased to 6m.
Rank 4 - Damage increased to 3d4.
Rank 5 - On a successful attack, the target is knocked Prone.
Rank 6 - Push-back now increased to 2m.
Rank 7 - Range increased to 8m.
Rank 8 - Damage increased to 4d4.
Rank 9 - On a successful attack against a target that is already Immobilised or Prone, they become Incapacitated.
Rank 10 - On a successful attack, creatures within 1m of the target take 2d4 damage and are pushed 1m away from the target.
Rank 1 - As a Main Action, use a propulsion pack to jump to any space within 4m and make a melee attack against a target within 1m of your landing space. This does not count against your movement total and allows you to ignore obstacles or hazardous terrain inbetween you and the target space.
Rank 2 - Range of jump increased to 5m.
Rank 3 - Still using a single attack roll, you can now target up to 2 enemies within 1m of your landing space.
Rank 4 - Range of jump increased to 6m.
Rank 5 - Still using a single attack roll, you can now target up to 3 enemies within 1m of your landing space.
Rank 6 - Range of jump increased to 7m.
Rank 7 - Still using a single attack roll, you can now target up to 4 enemies within 1m of your landing space.
Rank 8 - Range of jump increased to 8m.
Rank 9 - Still using a single attack roll, you can now target up to 5 enemies within 1m of your landing space.
Rank 10 - Range of jump increased to 10m.
Rank 1 - As a Main action, choose 3 spaces within 4m. Creatures occupying those spaces suffer 1d4 Combat damage on a failed Body Save, or half as much on a successful one.
Rank 2 - Range increases to 6m.
Rank 3 - Damage increases to 2d4.
Rank 4 - Number of spaces increases to 4.
Rank 5 - The radius of grenades is improved. Creatures within 1m of a chosen space are now also affected. A creature that is within the overlapping radius of 2 or more grenades still only takes 1 set of damage but suffers disadvantage on the Body Save.
Rank 6 - Range increases to 8m.
Rank 7 - Damage increases to 3d4.
Rank 8 - Number of spaces increases to 5.
Rank 9 - Creatures that are within the overlapping radius of 2 or more grenades now automatically fail the Body Save.
Rank 10 - The radius of grenades is improved. Creatures within 2m of a chosen space are now also affected.
Rank 1 - You have acquired a license for your weapons to use an incendiary coating mechanism that ignites projectiles as they leave the barrel. As a Main Action, apply Incendiary Ammo to a single ranged weapon, which lasts until your next long rest (Once activated, it can be toggled on and off at no additional cost).
Whilst active, deal an additional 1 Combat damage on ranged weapon attacks.
Rank 2 - Combat damage bonus on ranged weapon attacks increased to 2.
Rank 3 - On a successful attack, any other unshielded creatures within 1m of the target take 2 Combat damage.
Rank 4 - Combat damage bonus on ranged weapon attacks increased to 3.
Rank 5 - On a successful attack roll against an unshielded target, they suffer 1 stack of Burning.
Rank 6 - Combat damage bonus on ranged weapon attacks increased to 4.
Rank 7 - On your turn, you may spend a Bonus Action to grant your Incendiary Ammo bonuses with up to 3 allies for a single attack. (This cannot be stacked with other active ammo talents they may already have active).
Rank 8 - Combat damage bonus on ranged weapon attacks increased to 5.
Rank 9 - When granting Incendiary Ammo to allies, you may spend an additional Combat Talent use to make the effect lasts until the next long rest. (This cannot be stacked with other active ammo talents they may already have active).
Rank 10 - Combat damage bonus on ranged weapon attacks increased to 6.