Weapons training:
Weapons training REPLACES Base Attack Bonus. while a weapon may be used without training it may not be used to perform combat maneuvers, special attacks, feats or talents. the player uses his weapons with only ( d20+stat+ other modifiers) as his attack bonus.
Weapons Proficiencies feats are still used, they allow a character to select a new weapons group as a class cost skill. If chosen the weapons training skill type becomes a class cost skill, however it does not affect ranks spent in that weapon before the Proficiency was chosen.
All but a handful of weapons require some skill to use effectively. Almost anyone can pick p a club, knife or pistol and use I in a pinch, but their attacks are seldom accurate or particularly effective. To hit consistently and put the attack where it needs to go to do the most damage requires some time on the range or in the dojo working with the weapon sparring, target shooting or studying the finer points of it’s use.
Purchasing ranks With weapons training
Weapons training ranks are purchased with Skill points. At creation the character may select a number of weapons training skills as class ( as if they were normal skills) skills and additional weapons training skills may be selected by choosing to use Personal firearm, Advanced Firearms, or Exotic weapons feats. Unarmed, simple weapons, archaic weapons feats are used to gain melee weapons and unarmed attacks as class skills.
Non Proficiency
Attacks made by a weapon that a character has no weapons training do not suffer any penalty to hit, However, The attacker lacks the skill and knowledge to properly hit vital areas with his attack and only blind luck ( a confirmed critical hit) would allow them to deliver a truly lethal attack with their weapon. for this reason called shots, bypassing armor, use of skills techniques, feats, talents, or other abilities, can not be attempted without weapons training.
Target Practice/sparring
Practice must be taken with each type weapon a character has training with. The character must spend 1 hour practicing with his weapons each week to maintain his skill. For every week that passes without practice time his ranks are temporarily decreased by one until missed practice time is made up.
Practice expends ammunition and requires he clean and maintain his weapon, he must also have a range or at least an isolated area to use his weapon.
Combat replaces weapons practice for the week. Extended combat negates the need for practice. As long as the character is engaged in combat at least once a week.
Training costs cost,
purchase DC 8 per hour for range/gym rental( improvised range free)
Ammunition expended ( des not apply to unarmed and melee weapons)
20 rounds Pistol/rifle
50 round Full automatic weapon
5 rounds or ammunition belts heavy/crew served/or mounted weapon
Thrown weapons may be recovered or practice weapons substituted.
Crew served weapons require that entire crew practice together
Practice or inert/simulated ammo for crew served and heavy weapons may be used
VR Simulator practice be substituted.( for certain weapons it may be the only practical choice) but doubles practice time. Simulator rental Purchase DC (15 per session)
NOTES:
ranks spent to gain mutations, or evolutions after the first do not apply towards attack bonuses.
Feats talents and abilities, which give an attack bonus or grant special attacks are still useful as they add to the bonus a character receives. If a feat grants an ability that under these rules is available to trained combatants it grants and additional +2 to the to hit roll for the attack, or increases the damage by one die.
Weapons listed as exotic require the exotic weapons feat to gain as a class skill.
Weapons Groups
Weapon types.
Unarmed
Simple Knives, clubs, sticks, staves)
Archaic swords, axes, maces, whips, chains etc
Thrown knives, boomerangs, rocks, beer mugs, grenades
Muscle powered ranged bows, slings, spear throwers etc.)
Personal Firearms
Pistol revolvers, semi automatic, and single shot pistols,
(includes both projectile and energy)
Shotgun all semi-automatic, single shot, and full auto shotguns
Rifle all semi automatic, single shot, and primative rifles
advanced firearm
Machine Pistol semi automatic pistols modified to fire burst or full
auto modes
Submachine Gun all pistol caliber full auto weapons including carbines.
Assault rifle all intermediate/rifle caliber firearms capable of full
auto. including rifle caliber machine guns and squad
weapons
Exotic Weapons
Heavy weapon rocket/missile, projectile, energy,
Crew served weapon rocket/missile, projectile, energy
Mounted Weapon rocket/missile, projectile, energy
Artillery direct, Indirect
Weapons used with techniques
When using or learning a weapons technique the shooter can not execute a techniques higher than his level in weapons training, or spend more ranks in a weapons technique tan he has in weapons training.
Additional bonuses.
As training progresses special abilities may be granted to the character allowing him to perform acts less experienced shooter can only dream of performing.
Lvl I 1 rank
May perform any special maneuver with his weapon aas well as use any techniques, feats or abilities you posses with this type weapon..
Can clear weapon jams as move action (repair check 10 to clear as free action)
May make untrained repair roll dc 10 to properly clean and maintain weapon. Weapon receives a fort save DC 14 to prevent weapon from jamming on a critical failure. If successful the attack still misses, and ammunition is sill expended but the weapon functions normally.
Lvl II 3ranks
increase range increment by 5%/+1 damage to melee weapons
6 ranks
Increase range increment by 10%
Reduce penalties on called shot by 1pt
Treat weapon as one size category smaller for using weapon one handed, or as part of a two weapon attack.
EVOLUTIONS
Lvl IV, 10ranks
Additional 1die damage with weapon.
+1 initiative with weapon
Increase range increment by 25 %
Decrease penalties for called shot 2pts
Increase critical threat range 1 pt
May use long arm at point blank ranges at half the normal penalties .
Lvl IVb 14 ranks
Weapon does not jam on a critical failure.
Melee weapons increase crit multiplier by +1
Lvl IVc 18 ranks
Increase critical threat range +1, decrease penalties for special maneuvers or attacks by 1pt.
Mutations”
Lvl I trick shot. A character can perform a trick shot, or attack. This could be as simple as shooting a coin tossed into the air, nipping a button off someone jacket with a melee weapon. Or shooting the pips out of a playing card.
Trick shots suffer a penalty based on their difficulty
Simple; no penalty
Routine: -2 penalty
Difficult: -4
Very difficult: -6
Nearly impossible -8
Legendary: -10
Trick shots can be used in conjunction with a perform check, grant a misc, bonus of ¼ the penalty for the trick
Trick shot challenge:
A player may challenge another player or NPC to a trick shot challenge. To do so he sets the conditions of the trick, and goes first. If the trick shot attack is successful the opposing shooter must equal or surpass the roll made by the first shooter. If he opposing shooter fails to do so, the first shooter wins the challenge. If the character making the challenge misses his trick shot attack roll, then he loses automatically.
Lvl III:
Fast draw :
a classic staple of old west movies this is different than attempting to attack before another character takes his action. Instead using a fast draw maneuver allows the character to draw second and fire first.: against a specific target the character can take a held action and wait for the other character to attack. When the other character attacks the characters make opposed reflex saves. If the players roll is higher he draw his weapon and attacks after his target. However , if the attack is successful, he deals his damage first. If the damage or the effect of the attack are sufficient to stun, disable or kill the opposing character then the target attack is interrupted and he does not get his attack off.
In most jurisdiction a claim of self defense can be made if the character waited until the opposing character actually drew his weapon or attempted to attack him. Although prearranged duels are still highly illegal in many areas, and in areas where they are allowed there are strict regulations on dueling.
The attack is made at -4, in addition the character can not move and looses all modifiers but nay AC bonus provided by armor, barriers, or shield packs.
If the combatant agree to the terms both combatants draw their weapons simultaneously, the winner of the opposed reflex save deals his damage first, then his opponent, if the opposing combatant I not disabled, incapacitated or killed by the initial attack.
Lvl III:
Signature Move
the character learns a move that is unique to him. Executing a signature move successfully will grant him a +2 to his reputation when dealing with anyone who has witnessed his move. This bonus lasts for a short time only usually a single encounter or scene. Botching a signature move has the exact opposite effect.