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.
Weapon training Talents are passive bonuses and so you do not add your Body attribute to the rolls.
If you equip a weapon for which you do not have the training, you suffer disadvantage on all of its attack rolls.
Rank 1 - You have received basic SMG training and can now safely equip SMGs.
Rank 2 - +1 to all SMG attack and damage rolls.
Rank 3 - The base range of all SMGs is now increased by 2m.
Rank 4 - +2 to all SMG attack and damage rolls.
Rank 5 - You can now vent SMGs as a bonus action.
Rank 6 - +3 to all SMG attack and damage rolls.
Rank 7 - The heat capacity of all SMGs is increased by half of its base capacity (rounded up)
Rank 8 - +4 to all SMG attack and damage rolls.
Rank 9 - Gain the ability to continuous-fire. On a successful attack with an SMG, you may spend your Bonus Action to consume the weapon's entire remaining heat capacity. Gain +1 damage to the attack for each additional heat used.
Rank 10 - +5 to all SMG attack and damage rolls.
Rank 1 - You have received basic Assault Rifle training and can now safely equip Assault Rifles.
Rank 2 - +1 to all Assault Rifle attack and damage rolls.
Rank 3 - The range of all Assault Rifles is now increased by 3m.
Rank 4 - +2 to all Assault Rifle attack and damage rolls.
Rank 5 - Gain the ability to burst-fire. When making an attack roll with an assault rifle, you may spend your Bonus Action to make an additional attack against an enemy within 1m of your original target.
(The additional attack still adds heat as normal)
Rank 6 - +3 to all Assault Rifle attack and damage rolls.
Rank 7 - You can now vent Assault Rifles as a bonus action.
Rank 8 - +4 to all Assault Rifle attack and damage rolls.
Rank 9 - Your burst-fire is improved. When making an attack roll with an assault rifle, you may spend your Bonus Action to make an additional attack against 2 enemies within 1m of your original target.
(The additional attacks still add heat as normal. The same enemy cannot be targeted twice.)
Rank 10 - +5 to all Assault Rifle attack and damage rolls.
Rank 1 - You have received basic Shotgun training and can now safely equip Shotguns.
Rank 2 - +1 to all Shotgun attack and damage rolls.
Rank 3 - Gain an additional +1 to Shotgun attack rolls made on targets within 1m.
Rank 4 - +2 to all Shotgun attack and damage rolls.
Rank 5 - Successful Shotgun attacks made within 1m of the target will knock them back 1m on a failed Body check.
Rank 6 - +3 to all Shotgun attack and damage rolls.
Rank 7 - +2m to movement speed while wielding a Shotgun.
Rank 8 - +4 to all Shotgun attack and damage rolls.
Rank 9 - Gain the ability to spread-fire. When making an attack roll with a Shotgun, you may spend your Bonus Action and 2 Heat to make a single shotgun attack roll against all 3 squares in front of your character.
Rank 10 - +5 to all Shotgun attack and damage rolls.
Rank 1 - You have received basic Sniper Rifle training and can now safely equip Sniper Rifles.
Rank 2 - +1 to all Sniper Rifle attack and damage rolls.
Rank 3 - The base range of all Sniper Rifles is increased by 3m.
Rank 4 - +2 to all Sniper Rifle attack and damage rolls.
Rank 5 - Gain advantage on your first Sniper Rifle attack if you sacrifice all movement speed for this turn.
Rank 6 - +3 to all Sniper Rifle attack and damage rolls.
Rank 7 - Sniper Rifle attacks can now ignore light cover.
Rank 8 - +4 to all Sniper Rifle attack and damage rolls.
Rank 9 - When making an attack roll with a Sniper Rifle, you may choose to spend your bonus action to fire a penetrating shot that ignores Barriers & Shields.
Rank 10 - +5 to all Sniper Rifle attack and damage rolls.
Rank 1 - 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 - Power Cell capacity of all armours is increased by 1 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 - Power Cell capacity of all armours is increased by 2.
Rank 5 - The radius of all Heavy Weapon impacts is increased by 1m.
Rank 6 - Power Cell capacity of all armours is increased by 3.
Rank 7 - Heavy Weapon range bonus increases to 4m.
Rank 8 - Power Cell capacity of all armours is increased by 4.
Rank 9 - Heavy Weapon radius bonus increases to 2m.
Rank 10 - As a bonus action, you can now fabricate your own Power Cell during combat for a cost of 2 Omni-Gel.
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 5m.
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 6m.
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.
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 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 - Technically a misnomer due to the lack of traditional ammunition. You have instead 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 are Burning until the end of their next turn.
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.