Ranged Weapon Programs¶
Ranged programs cover the operator's bread and butter: shooting. They refine specific firing modes, specialize in close- or long-range work, and grant group-level mastery with particular families of weapon. Many programs reference firing modes (Spray, Riddle, Burst, Controlled Burst), range multiples, and target zones.
Ranged Weapon Training 1-5¶
Each level may be taken once per weapon group (Assault Rifles, Pistols, SMGs, Shotguns, DMRs, etc.).
Formal qualification with one family of weapon. Train the same track separately for each group you want to master.
- Level 1: Proficiency in one ranged (or melee) weapon group.
- Level 2: +1 to attack rolls with weapons in that group.
- Level 3: +1 to damage rolls with weapons in that group.
- Level 4: An additional +1 to attack rolls (total +2).
- Level 5: An additional +1 to damage rolls (total +2).
Automatic Weapons Training 1-5¶
Specialist training for fully-automatic fire. Reduces the heavy per-target / per-volley penalty on Spray and Riddle and expands how many you can engage at once.
- Level 1: During Spray and Riddle, the penalty per extra target or volley drops from -5 to -4.
- Level 2: Your maximum number of targets (Spray) or volleys (Riddle) increases to your DEX modifier + 1.
- Level 3: Penalty drops to -3 per target or volley.
- Level 4: Each burst consumes its weapon's maximum round count, and you add one extra damage die to each damage roll.
- Level 5: Penalty drops to -2 per target or volley.
Burst Fire Training 1-5¶
Specialist training for burst-capable weapons. Reduces the -5-per-range-multiple penalty on Burst and Controlled Burst attacks.
- Level 1: -4 per range multiple (instead of -5).
- Level 2: -3 per range multiple.
- Level 3: -2 per range multiple.
- Level 4: -1 per range multiple.
- Level 5: No penalty on Burst or Controlled Burst attacks for range multiples.
Marksmanship Technique Training 1-4¶
General precision shooting: using your sights, controlling the trigger, shooting through cover.
- Level 1: At long range, treat yourself as firing at one less range multiple (minimum 1).
- Level 2: Take the Aim action as a bonus action.
- Level 3: Before a ranged attack with a proficient weapon, you may take -5 to the attack roll; if you hit, add +10 to the damage roll.
- Level 4: Treat enemies as having one grade less of cover (full cover becomes three-quarters, three-quarters becomes half, and so on).
Target Training 1-4¶
Prereq: Marksmanship Technique Training Level 2.
Called-shot work: hitting specific body parts despite the penalty, and making the wound matter. See Target Zones.
- Level 1: Reduce the to-hit penalty for targeting a body part by 1.
- Level 2: Add your proficiency bonus to the DC of any save imposed by a targeted shot.
- Level 3: Reduce the body-part targeting penalty by an additional 1 (total -2 off the penalty).
- Level 4: Targets have disadvantage on saves against your targeted shots.
Close Quarters Marksmanship 1-4¶
Optimized for room-clearing and short-range gunfights (within one range increment of your weapon).
- Level 1: +1 to attack rolls at ranges within one range increment.
- Level 2: +1 to damage rolls within one range increment.
- Level 3: An additional +1 to attack rolls (total +2) within one range increment.
- Level 4: An additional +1 to damage rolls (total +2) within one range increment.
Long Range Marksmanship 1-4¶
Optimized for precision shooting at extended distance (beyond one range increment of your weapon).
- Level 1: +1 to attack rolls at ranges beyond one range increment.
- Level 2: +1 to damage rolls beyond one range increment.
- Level 3: An additional +1 to attack rolls (total +2) beyond one range increment.
- Level 4: An additional +1 to damage rolls (total +2) beyond one range increment.
Guns Akimbo Training 1-4¶
Prereq: Dexterity 16+.
Shooting with a pistol (or larger weapon at higher levels) in each hand.
- Level 1: You may make an off-hand bonus-action attack with pistols that do not have the Lite property.
- Level 2: +1 to attack and damage rolls from either hand while wielding two ranged weapons.
- Level 3: Make two off-hand attacks as a bonus action instead of one.
- Level 4: You may dual-wield two-handed ranged weapons, but all attacks with them are at disadvantage.