Weapon Techniques



Auto Cannon Ammo Mastery
Prerequisite: Auto Cannon Mastery
Bonus: Each of your Auto Cannon ammo locations now supplies twice the ammunition for its weight.

Auto Cannon Combatant
Prerequisite: Ballistic Expertise
Bonus: Reduce the minimum range of your Auto Cannons by 1.

Auto Cannon Compression
Prerequisite: Ballistic Expertise
Bonus: Increase the Long Range of your Auto Cannons by 1.

Auto Cannon Mastery
Prerequisite: Ballistic Expertise
Bonus: Reduce the heat of your Auto Cannons by 1.

Ballistic Expertise
Prerequisite: Ballistic Training
Bonus: When you hit with a ballistic weapon and it does a static amount of damage, increase it by 1; if it rolls dice, the first hit does 1 additional point of damage.

Ballistic Training
Prerequisite: None
Bonus: You gain a +1 to attack rolls with Ballistic Weapons.

Death from Above Mastery
Prerequisite: Melee Grouping
Bonus: Increase the damage dice of your Death from Above attacks to D8’s.

Energy Expertise
Prerequisite: Energy Training
Bonus: When you hit with an Energy weapon and it does a static amount of damage, increase it by 1; if it rolls dice, the first hit does 1 additional point of damage.

Energy Grouping
Prerequisite: Energy Expertise
Bonus: If you hit with an Energy weapon and it rolls dice for damage, each die after the first also does 1 additional point of damage.

Energy Training
Prerequisite: None
Bonus: You gain a +1 to attack rolls with Energy Weapons.

Fiery Kick
Prerequisite: Kick Mastery
Bonus: When you successfully kick an opponent, you may fire a Jump Jet in that foot if it was not used that round.  The Jump Jet has no effect on you, but the target generates 1d6 heat damage in addition to normal damage.  You may only use one per kick.

Flamer Mastery
Prerequisite: Energy Expertise
Bonus: Your Flamer hits generate an additional point of heat on the target.

Forceful Kick
Prerequisite: Kick Mastery
Bonus: Any target hit by your kick takes a -1 penalty to piloting rolls to not fall that round.

Forceful Punch
Prerequisite: Punch Mastery
Bonus: Any target hit by your Punch is required to make a Piloting Check at the end of the turn to avoid falling down.

Gel Dispenser Mastery
Prerequisite: Gel Dispenser Training
Bonus: Increase the beneficial effects of GEL packs administered through the dispenser by one die size.

Gel Dispenser Training
Prerequisite: None
Bonus: Increase the beneficial effects of GEL packs administered through the dispenser by 1.

GEL Launcher Mastery
Prerequisite: Missile Expertise
Bonus: When you hit an ally with a GEL pack, add 1d4 to its results.

GrappleMag Mastery
Prerequisite: Energy Training
Bonus: A target affected by your GrappleMag takes a -2 penalty to targeting rolls to escape.

Kick Mastery
Prerequisite: Melee Grouping
Bonus: Increase the damage dice of your Kick attacks to D8’s.

Laser Focus
Prerequisite: Energy Expertise
Bonus: Your Laser weapons have their Long Range increased by 1.

Laser Mastery
Prerequisite: Energy Expertise
Bonus: Your laser weapons do one less heat.

LRM Ammo Mastery
Prerequisite: LRM Mastery
Bonus: Each of your LRM Ammo locations now supplies twice the normal amount for its weight.

LRM Sweep
Prerequisite: Missile Grouping
Bonus: If you miss with a LRM, roll a location for each damage die that would have been rolled; those locations each take 1 damage (no other bonuses work with this feat).

Machine Gun Ammo Mastery
Prerequisite: Machine Gun Mastery
Bonus: If you have specialty Machine Gun ammunition with a limited number of shots, it now supplies twice the ammunition for its weight.

Machine Gun Extensions
Prerequisite: Machine Gun Mastery
Bonus: Increase the long range of your Machine Guns by 1.

Machine Gun Mastery
Prerequisite: Ballistic Expertise
Bonus: Change the damage done by your machine gun to from 2 to 1d4.  Damage modifiers work in addition to the 1d4.

Machine Gun Sweep
Prerequisite: Machine Gun Mastery
Bonus: On a miss, your Machine Gun does 1 damage.  This does not gain bonus damage from any source.

Melee Expertise
Prerequisite: Melee Training
Bonus: When you hit with a Melee weapon and it does a static amount of damage, increase it by 1; if it rolls dice, the first hit does 1 additional point of damage.

Melee Grouping
Prerequisite: Melee Expertise
Bonus: If you hit with a Melee weapon and it rolls dice for damage, each die after the first also does 1 additional point of damage.

Melee Training
Prerequisite: None
Bonus: You gain a +1 to attack rolls with Melee Weapons.

Melee Weapon Mastery
Prerequisite: Melee Grouping
Bonus: Increase the damage dice of your base melee weapons (such as Clubs, Hatchets and Improvised Melee weapons) to D8’s.

Missile Combatant
Prerequisite: Missile Expertise
Bonus: Reduce the Minimum Range of your missile weapons by 1.

Missile Expertise
Prerequisite: Missile Training
Bonus: When you hit with a missile weapon and it does a static amount of damage, increase it by 1; if it rolls dice, the first hit does 1 additional point of damage.

Missile Grouping
Prerequisite: Missile Expertise
Bonus: If you hit with a missile weapon and it rolls dice for damage, each die after the first also does 1 additional point of damage.

Missile Training
Prerequisite: None
Bonus: You gain a +1 to attack rolls with Missile Weapons.

Powered Melee Mastery
Prerequisite: Melee Grouping
Bonus: Increase the damage dice of your powered melee weapons (such as Roto weapons) to D8’s.

PPC Focus
Prerequisite: Energy Expertise
Bonus: Reduce the minimum range of your PPC by 1.

Punch Mastery
Prerequisite: Melee Grouping
Bonus: Increase the damage dice of your Punch attacks to D8’s.

SRM Ammo Mastery
Prerequisite: SRM Mastery
Bonus: Each of your SRM Ammo locations now supplies twice the normal amount for its weight.

SRM Mastery
Prerequisite: Missile Grouping
Bonus: Increase the damage dice of your SRM’s to D6’s.

SRM Sweep
Prerequisite: Missile Grouping
Bonus: If you miss with a SRM, roll a location for each damage die that would have been rolled; those locations each take 1 damage (no other bonuses work with this feat).

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