Warriors who study these techniques adapt their School's teachings towards leading small units of allies in the field of battle.
1st Tier Command Technique Feature
You have trained towards shifting your training towards working in a unit. You gain an additional two Combat Step Dice. Once per Turn, when performing a Combat Step Action you can apply one of the following effects:
Commander's Instruction. When performing a Combat Step Action that affects only you. You can choose another willing entity within 6m (Near)of you, who may use their reaction (1RP) to perform the Step Action instead of you.
Inspiring Cry. A number of entities of your choosing up to or equal to your Determination within 2m (Near) of you, gain BP equal to a roll of your Combat Step Die (this does not expend the Combat Step Die).
Squad Step. When performing a Combat Step Action that would Target one allied entity. You can choose to increase the number of Targeted entitiess to be up to or equal to your Skill Bonus.
2nd Tier Command Technique Feature
You have learnt how to quickly issue commands in the heat of the moment. You can modify your Combat Step Actions per the Command Techniques Feature a number of times per Turn, equal to half your Skill Bonus.
Any of your Combat Step Actions with a Range of 6m (Near) and the Commander's Instruction option of the Command Techniques Feature, increase their Range to 12m (At Range). The Range of the the Inspiring Cry option of the Command Techniques Feature increases to 6m (Near).
3rd Tier Command Technique Feature
You have mastered the art of commanding small units. You gain a number of additional Combat Step Dice equal to half your SB. When you as part of a Combat Step Action would expend one or more Combat Step Dice, each allied entity Targeted by the Step Action has Advantage on the next Trait Test they would make.
If a Combat Step Action would require 1RP for the Target to gain the Step Action’s benefits/effects, the RP cost becomes 0RP.
In addition, when you would roll your Combat Step Dice you can roll them twice choosing the higher result.
Prerequisite: Spellcaster Class Tag
Warriors who study these techniques adapt their School's teachings towards enhancing their magical potential.
1st Tier Magic Technique Feature
You have trained to turn your potential into power. You gain an additional two Combat Step Dice. When using a Combat Step Action that counts as the Cast or Manifest action, you may instead of expending Spell Slots or Psi Points, choose to expend a number of unexpended Combat Step Dice equal to double the Circle/Grade of the spell/power you wish to cast/manifest.
2nd Tier Magic Technique Feature
You have learnt how best to combine your weapons and magic. After successfully hitting a Target with a Spell/Power Attack Roll of a Cantrip/Talent, you can immediately perform the Basic Attack Combat Step Action for 0AP, when you use the action this way it ignores AP cost increase for using the same action multiple times in a Turn.
3rd Tier Magic Technique Feature
You have mastered the art of getting the most from your magical abilities. When you would make a Focus Skill Roll to Empower a spell, you can choose to use the Stamina Skill instead of the Focus Skill, and to use your Endurance instead of your Spellcasting Trait. When making this Test, you can expend a Combat Step Die instead of a Hit Die to reroll the Skill Roll as part of Empowering the spell, and increase the TTV of the reroll by a roll of the expended Combat Step Die.
When you would gain Degrees of Psychic Bleed, you may expend and roll a Combat Step Die, reducing the number of Degrees gained by the value of the roll. When you would use the Stay in the Fight reaction, you may reduce your Degrees of Psychic Bleed by half your Warrior Level.
In addition, your Quick Strike Feature now activates when you successfully hitting a Target with a Spell/Power Attack Roll for any spell/power.
Warriors who study these techniques adapt their School's teachings towards specialised melee combat.
1st Tier Melee Technique Feature
You have trained towards maximising the potential of your melee weapons. When you complete a Long Rest, choose one of the following benefits to gain until you next complete a Long Rest:
Adaptable. You gain the Fighting Style: Versatile Fighting Feat, and Melee Weapons you wield with one hand that are your Active Weapon Focus gain the Versatile Weapon Property.
If the affected Weapon already has the Versatile Weapon Property, you treat the Weapon as having both the Balanced Weapon Focus Property alongside another of your choosing the Weapon meets the prerequisites of (chosen when making an Attack Roll with this Weapon).
Beserker. You gain the Fighting Style: Great Weapon Fighter Feat, and Melee Weapons you wield, that are your Active Weapon Focus gain the Erupting Weapon Property.
If the affected Weapon already has the Erupting Weapon Property, you treat the Weapon as having both the Brutal Weapon Focus Property alongside another of your choosing the Weapon meets the prerequisites of (chosen when making an Attack Roll with this Weapon).
Dual Wielder. You gain the Fighting Style: Two-Weapon Fighter Feat, and Melee Weapons you wield with one hand that are your Active Weapon Focus gain the Light Weapon Property.
If the affected Weapon already has the Light Weapon Property, you treat the Weapon as having both the Flash Weapon Focus Property alongside another of your choosing the Weapon meets the prerequisites of (chosen when making an Attack Roll with this Weapon).
Harrier. You gain the Fighting Style: Thrown Weapon Fighter Feat, and Melee Weapons you wield one handed, without the Heavy Weapon Property, that are your Active Weapon Focus gain the Thrown (6/18 | Near/At Range) Weapon Property.
If the affected Weapon already has the Thrown Weapon Property, you treat the Weapon as having both the Slow Weapon Focus Property alongside another of your choosing the Weapon meets the prerequisites of (chosen when making an Attack Roll with this Weapon).
Line Breaker. You gain the Fighting Style: Armoured Fighter Feat, and Melee Weapons you wield with two-hands, that are your Active Weapon Focus gain the Heavy (your Physique) Weapon Property.
If the affected Weapon already has the Heavy Weapon Property, you treat the Weapon as having both the Force Weapon Focus Property alongside another of your choosing the Weapon meets the prerequisites of (chosen when making an Attack Roll with this Weapon).
Phalanx. You gain the Fighting Style: Protector Feat, and Melee Weapons you wield with two hands, or that have the Versatile Weapon Property, that are your Active Weapon Focus gain the Reach Weapon Property.
If the affected Weapon already has the Reach Weapon Property, you treat the Weapon as having both the Sweep Weapon Focus Property alongside another of your choosing the Weapon meets the prerequisites of (chosen when making an Attack Roll with this Weapon).
Shield Wall. You gain the Fighting Style: Shield Fighter Feat, and Melee Weapons you wield, whilst also wielding a Shield, that are your Active Weapon Focus gain the Shield Blade Weapon Property.
If the affected Weapon already has the Shield Blade Weapon Property, you treat the Weapon as having both the Push Weapon Focus Property alongside another of your choosing the Weapon meets the prerequisites of (chosen when making an Attack Roll with this Weapon).
Skirmisher. You gain the Fighting Style: Duellist Feat, and Melee Weapons you wield, without the Two-Handed Weapon Property, that are your Active Weapon Focus gain the Finesse Weapon Property.
If the affected Weapon already has the Finesse Weapon Property, you treat the Weapon as having both the Puncture Weapon Focus Property alongside another of your choosing the Weapon meets the prerequisites of (chosen when making an Attack Roll with this Weapon).
Striker. You gain the Fighting Style: Tactical Fighter Feat, and Melee Weapons you wield, that are your Active Weapon Focus gain the Flexible (Vorpal) Weapon Property.
If the affected Weapon already has the Flexible Weapon Property, you treat the Weapon as having both the Persistent Weapon Focus Property alongside another of your choosing the Weapon meets the prerequisites of (chosen when making an Attack Roll with this Weapon).
Wanderer. You gain the Fighting Style: Unarmed Fighter Feat, and Melee Weapons you wield, without the Heavy Weapon Property, that are your Active Weapon Focus gain the Martial Arts and Hooked Weapon Properties.
If the affected Weapon already has either the Hooked or Martial Arts Weapon Properties, you treat the Weapon as having both the Rattle Weapon Focus Property alongside another of your choosing the Weapon meets the prerequisites of (chosen when making an Attack Roll with this Weapon).
2nd Tier Melee Technique Feature
You have learnt how to get the most out of your melee weapons. You may use any melee Weapon's Weapon Action that may be used once per Encounter/Scene, instead may be used a number of times up to half your SB per Encounter/Scene.
Once per Turn, when you hit a Target with a melee Weapon Attack or Unarmed Strike from a Combat Step Action or Weapon Action, you may either take the Dash, Disengage, or Dodge Combat Step Action for 0AP treating it as having the Variable Step Type.
3rd Tier Melee Technique Feature
You have mastered the use of your melee weapons. You can when making an Attack Roll with a melee Weapon that is your Active Weapon Focus, choose to treat any Focus Property of the Weapon as being any other Property it would meet the Prerequisites of.
When you score a Critical Hit with a melee Weapon, you replenish one expended Combat Step Die and can choose one of the following conditions: Confused, Damage Up [Damage Type dealt by attack] 5, Dazed, Frightened, Poisoned, Silenced, or Wide Open. You apply two Degrees of the condition (or if the condition has no Degrees just the condition). The Damage Up condition lasts until the end of the affected entity's next Turn.
In addition, when wielding a melee Weapon that is your Active Weapon Focus, if it does not have a Magic Bonus to their Attack and Damage Rolls gain a +4 Magic Bonus to Attack and Damage Rolls. If the applicable Weapon already had a Magic Bonus to their Attack and Damage Rolls, increase the Magic Bonus by 2 (to a maximum of +4).
Warriors who study these techniques adapt their School's teachings towards specialised ranged combat.
1st Tier Ranged Technique Feature
You have trained towards maximising the potential of your ranged weapons. When you complete a Long Rest, choose one of the following benefits to gain until you next complete a Long Rest:
Artillery. You gain the Fighting Style: Armoured Fighter Feat, and Ranged Weapons you wield with the Two-Handed Weapon Property, that are your Active Weapon Focus gain the Blast(1/3) Weapon Property.
If the affected Weapon already has the Blast Weapon Property, you treat the Weapon as having both the Brutal Weapon Focus Property alongside another of your choosing the Weapon meets the prerequisites of (chosen when making an Attack Roll with this Weapon).
Close Quarters Shooter. You gain the Fighting Style: Street Shooter Feat, and Ranged Weapons you wield with the Loading (X) Weapon Property, that are your Active Weapon Focus gain the Repeating (2) Weapon Property.
If the affected Weapon already has the Repeating Weapon Property, you treat the Weapon as having both the Push Weapon Focus Property alongside another of your choosing the Weapon meets the prerequisites of (chosen when making an Attack Roll with this Weapon).
Dual Wielder. You gain the Fighting Style: Two-Weapon Fighter Feat, and ranged Weapons you wield with one hand that are your Active Weapon Focus gain the Light Weapon Property.
If the affected Weapon already has the Light Weapon Property, you treat the Weapon as having both the Flash Weapon Focus Property alongside another of your choosing the Weapon meets the prerequisites of (chosen when making an Attack Roll with this Weapon).
Skirmisher. You gain the Fighting Style: Marksman Feat, and Ranged Weapons you wield, that are your Active Weapon Focus gain the Silenced Weapon Property.
If the affected Weapon already has the Silenced Weapon Property, you treat the Weapon as having both the Slow Weapon Focus Property alongside another of your choosing the Weapon meets the prerequisites of (chosen when making an Attack Roll with this Weapon).
Sniper. You gain the Fighting Style: Sniper Feat, and Ranged Weapons with the Two-Handed Weapon Property, that are your Active Weapon Focus gain the Erupting Weapon Property.
If the affected Weapon already has the Erupting Weapon Property, you treat the Weapon as having both the Puncture Weapon Focus Property alongside another of your choosing the Weapon meets the prerequisites of (chosen when making an Attack Roll with this Weapon).
Striker. You gain the Fighting Style: Tactical Fighter Feat, and Ranged Weapons you wield, that are your Active Weapon Focus gain the Finesse Weapon Property.
If the affected Weapon already has the Finesse Weapon Property, you treat the Weapon as having both the Persistent Weapon Focus Property alongside another of your choosing the Weapon meets the prerequisites of (chosen when making an Attack Roll with this Weapon).
2nd Tier Ranged Technique Feature
You have learnt how to get the most out of your ranged weapons. You may use any ranged Weapon's Weapon Action that may be used once per Encounter/Scene, instead may be used a number of times up to half your SB per Encounter/Scene.
When you would roll a 1 or a 2 your Ammunition Die, you can reroll the die though you must use the new result.
Once per Turn, when you hit a Target with a ranged Weapon Attack from a Combat Step Action or Weapon Action, for 0AP you may load up to 3 pieces of Ammunition per the Loading Weapon Property, or you may use the Dash or Disengage Combat Step Action treating them as having the Variable Step Type.
3rd Tier Ranged Technique Feature
You have mastered the use of your ranged weapons. You can when making an Attack Roll with a ranged Weapon that is your Active Weapon Focus, choose to treat any Focus Property of the Weapon as being any other Property it would meet the Prerequisites of.
When you score a Critical Hit with a ranged Weapon, you replenish one expended Combat Step Die and can reduce the AP cost or a Ranged Technique Combat Step Action by 1AP (minimum of 0AP) until the end of your Turn.
In addition, when wielding a ranged Weapon that is your Active Weapon Focus, if it does not have a Magic Bonus to their Attack and Damage Rolls gain a +4 Magic Bonus to Attack and Damage Rolls. If the applicable Weapon already had a Magic Bonus to their Attack and Damage Rolls, increase the Magic Bonus by 2 (to a maximum of +4).
Warriors who study these techniques adapt their School's teachings towards specialised tactics for fighting multiple foes at once.
1st Tier Crowd Control Technique Feature
You have trained to fight multiple foes at once. Increase the number of simultaneous Marked condition you can have at a time by half your SB. When using a Combat Step Action that Targets a single entity directly or with a Weapon Attack/ Unarmed Strike, increase the number of Targets by 1 or allow an additional Weapon Attack/ Unarmed Strike which must be against a seperate Target. With the Step Action's effect affecting all the Targets
When using a Combat Step Action that Targets a multiple entities directly, increase the number of Targets by 1.
Additional Targets from this Feature, have the Damage Rolls applied to them reduced to a roll of your Combat Step Die + your SB (this does not expend a use of your Combat Step Die). This Feature does not effect reactions that Target/affect only Triggering entities.
In addition, when fighting an entity with the Horde or Swarm Entity Tag, increase the Damage Dealt by half SB rolls of your Combat Step Die (this does not expend a use of your Combat Step Die).
2nd Tier Crowd Control Technique Feature
You have learnt how to maximise your ability to cleave through hordes of foes. You Learn one of the following Combat Step Actions: Savage Cleave, Sudden Cleave, or Sweeping Strike. Each of the listed Combat Step Actions gain the following modifications:
Savage Cleave. Increase the number of Weapon Attacks/ Unarmed Strikes you make as part of this action by half your SB.
When you would move as part of this action due to reducing an entity to 0HP, you can move a number of metres equal to your Physique/Agility.
Sudden Cleave. Increase the number of Combat Step Dice rolled in the Damage Roll by half your SB.
When you would move as part of this action due to reducing an entity to 0HP, you can move a number of metres equal to your Physique/Agility.
Sweeping Strike. You roll the Combat Step Die twice, adding their results together to determine the maximum number of entities that can be Targets of the action's Weapon Attacks.
The Damage Rolls for all Targets increases by a roll of your Combat Step Die.
The Sweep Focus Property allows you to choose a number of entities equal to half your SB to be treated as the "second Target" of the Focus Property's effect, the second Attack Roll made with this Focus Property applies to all the "second Targets".
In addition, increase the size of AoEs of your Combat Step Actions by half your SBm.
3rd Tier Crowd Control Technique Feature
You have mastered fighting outnumbered. When you perform the Attack action, you can make two Weapon Attacks or Unarmed Strikes as part of the action, though each attack must be against a separate Target. You may expend a Combat Step Die as part of the Attack action, to ignore the requirement for additional attacks of this action, bestowed from Crowd Control Technique Features, to be against separate Targets.
When you score a Critical Hit, all hostile entities with the Minion Entity Tag that can see/hear you must make a Morale Test. If they also have the Horde Entity Tag and the Critical Hit was scored against it, it is rolled with Disadvantage.
In addition, when you would roll on the Injury Table of an entity with the Horde Entity Tag, you can roll on the Table twice using both results, unless you roll the same result twice, then instead you can choose any result on the Table to apply once.
Warriors who study these techniques adapt their School's teachings towards specilised tactics for fighting single targets.
Some Duellist Technique Features and Combat Step Actions will refer to an Isolated entity. An entity is Isolated if none of your allied entities, that are not Incapacitated, are within the AoC of the entity, nor is the entity within the AoC of your allied entities, that are not Incapacitated.
If the Encounter is a Critical Engagement, then you also may consider an entity Isolated if instead you Marked the entity and none of your allied entities are within your AoC.
1st Tier Duellist Technique Feature
You move quickly about the battlefield, faster than the eye can see. You gain the following benefits:
Increase your Walking speed a number of metres equal to half your SB.
You can perform the Dash Combat Step Action and Disengage action for 1AP. The AP cost increase for multiple uses of the Movement on a Turn, increases by 1AP rather than 2AP.
You cannot Trigger Opportunity Attack reactions of entities Marked by you.
Once per Combat Step Action, when it would allow you to move, you can expend a Combat Step Die, to reduce your Movement speed by an any number of metres (this cannot reduce it below 0m) to teleport to a Target location you can see within a number of metres equal to the reduction. If the Step Action would already have a Combat Step Die expended as part of its cost or this teleportation would move you into the AoC of an Isolated entity Marked by you, you do not need to expend a Combat Step Die for this Feature’s effect.
2nd Tier Duellist Technique Feature
Your move faster than the eye can see allowing you to strike your opponents unaware. You gain +1RP. Once per Turn, when you would teleport as part of an action/reaction, you can make a single Weapon Attack or Unarmed Strike at your new location. If the action/reaction would already let you make a Weapon Attack or Unarmed Strike, then instead, when that attack would hit the Target, you can apply the Forced Move [direction chosen by you upon making this attack] 1 condition.
If the Target is Isolated, then you can add your SB rolls of your Combat Step Die to the Damage Roll.
If one or more allied entities, that are not Incapacitated, are within the AoC of the Target, or the Target is within the AoC of one or more allied entities that are not Incapacitated, then the Forced Move [direction chosen by you upon making this attack] 1 condition becomes the Forced Move [direction chosen by you upon making this attack] [half SB] condition.
3rd Tier Duellist Technique Feature
You have learnt to strike your foes with overwhelming force. Once per Turn, you can grant yourself a +5 Technique Bonus on an Attack Roll made as part of a General or Variable Step Action, though the Critical Failure Scope increases by 4. If the Attack Roll hits an Isolated Target but is not a Critical Hit, the attack is automatically considered an Overwhelming Blow.
Once per Turn, you may treat a single entity Marked by you as being Isolated, even if they do not meet the conditions for being so.
When you score a Critical Hit, you replenish one expended Combat Step Die, and can teleport an an unoccupied space you can see within a Range equal to your Movement speed as part of the current action/reaction.
Warriors who study these techniques adapt their School's teachings towards treating battlefield injuries.
1st Tier Medical Technique Feature
You have trained to keep your allies alive on the field. You gain an additional two Combat Step Dice, Learn the Spare the Dying Cantrip, gain Training with the Herbalism Kit, and gain the Chirurgeon Feat.
When performing the Use Item (Healer’s Kit) action, in addition to the normal effect of the action, if you apply this to a Target who currently has 0HP, they reduce their Degrees of the Wounded condition by 1.
2nd Tier Medical Technique Feature
Your mastery of medicine grows stronger. You gain the following benefits:
Medical Foci. You gain the Skill Foci Medicine:Anatomy, Medicine:Diseases, and Medicine:Wounds, you also have Advantage on Crafting Tests made to create Items that restore HP or remove conditions or Degrees of conditions.
Scar Treatment. You can expend a Combat Step Die when using a Combat Step Action, Targeting an entity in your AoC, you can roll the Die and remove a Scar Concept whose Severity is determined by the result (you can choose to remove a Scar Concept of a lower Severity than the rolled amount).
| Step Die Roll | Scar Concept |
|---|---|
| 1 - 6 | Mild |
| 7 - 10 | Moderate |
| 11 - 12 | Severe |
This can only affect a single Target of the Combat Step Action in your AoC at a time, even if the Step Action would Target multiple valid Targets.
Step Restoration. Whenever you would perform an action/reaction that would restore HP, you can add a roll of your Combat Step Die to the amount of HP restored to each Target without expending a Combat Step Die.
You may also choose to expend a number of Combat Step Die up to half your SB, you may add the total roll of the expended Combat Step Die to the HP restored for each Target, or to decrease the Degrees of a condition, bar the Wounded condition, affecting the Targets by the number of expended Die.
3rd Tier Medical Technique Feature
You have mastered medical techniques. You gain a number of additional Combat Step Dice equal to half your SB. When you roll dice to determine the amount of HP restored for a Target, if you roll the maximum result on the die, you can roll it again adding both results to the amount of HP restored. Each die can be rolled up to two additional times with this Feature's effect.
When an allied entity within your AoC is the Target of an effect that would restore their HP from an entity other than you, you may choose to expend a number of Combat Step Dice up to half your SB, you may add the total roll of the expended Combat Steo Die to the HP restored for each Target, or to decrease the Degrees of a condition, bar the Wounded condition, affecting the Targets by the number of expended Die.
In addition, you gain the You’ll Die, When I Say You Can Die! Combat Step Action.
Warriors who study these techniques adapt their School's teachings towards disrupting enemy battleplans.
1st Tier Sabotage Technique Feature
You have trained towards disrupting the actions of opponents. You gain an additional two Combat Step Dice, Learn and Master the Technology Skill, and can perform the Seek and Study actions for 1AP. When performing either action against an entity Marked by you, add your Combat Step Die to the Trait Test (this does not expend a use of the Combat Step Die).
You also gain the Charge Deployables action. When this action is used, the following modifications occurs based on your chosen Damage Type:
Acid. For the Turret Structure option of the Saboteur’s Deployable Combat Step Action, you replace the Damage Type of the option with Acid damage. On a Critical Hit, the Target gains a Degree of the Burned (Acid) condition, and until the start of your next Turn the Target is treated as always moving through magical Difficult Terrain.
For the Saboteur’s Mines Combat Step Action, replaced the Damage Type with Acid damage and the Burned condition with the Burned (Acid) condition.
If the entity failed the Test by 5 or more, in addition to its normal effect, the Degrees of the Burned (Acid) condition bestowed are increased by 1 and until the start of your next Turn, the entity is treated as always moving through magical Difficult Terrain.
Cold. For the Turret Structure option of the Saboteur’s Deployable Combat Step Action, you replace the Damage Type of the option with Cold damage. On a Critical Hit, the Target gains a Degree of both the Burned (Cold) and Slowed condition. Should an entity gain 5 Degrees of the Slowed condition whilst they have Degrees from this effect, intead of gaining the Petrified condition they gain the Frozen (Fire 15) condition.
For the Saboteur’s Mines Combat Step Action, replaced the Damage Type with Cold damage and the Burned condition with the Burned (Cold) condition.
If the entity failed the Test by 5 or more, in addition to its normal effect, the entity gains the Frozen (Fire [Knowledge + SB]) condition. At the start of each of the Frozen entity's Turns they gain a Degree of the Burned (Cold) condition, Degrees of this condition cannot be removed until the entity is no longer Frozen.
Fire. For the Turret Structure option of the Saboteur’s Deployable Combat Step Action, you replace the Damage Type of the option with Fire damage. On a Critical Hit, the Target gains three Degrees of the Burned (Fire) condition.
For the Saboteur’s Mines Combat Step Action, increase the Degrees of the Burned condition bestowed by 1.
If the entity failed the Test by 5 or more, in addition to its normal effect, the Degrees of the Burned condition bestowed are increased by 2.
Force. For the Turret Structure option of the Saboteur’s Deployable Combat Step Action, you replace the Damage Type of the option with Force damage. On a Critical Hit, the Target gains gains a Degree of the Dazed condition and is pushed half SBm directly away from the Deployable.
For the Saboteur’s Mines Combat Step Action, replaced the Damage Type with Force damage and the Burned condition with the Prone condition.
If the entity failed the Test by 5 or more, in addition to its normal effect, with the exception of the Degree of the Burned condition is replaced with a Degree of the Dazed condition, the entity is pushed half SBm away from you before being knocked Prone.
Lightning. For the Turret Structure option of the Saboteur’s Deployable Combat Step Action, the Attack Roll is made with Advantage against entities wearing metal Armour Pieces or wielding metal Shields or Weapons, and you replace the Damage Type of the option with Lightning damage. On a Critical Hit, the Target gains two Degrees of the Dazed condition.
For the Lightning Structure option, entities that take Lightning damage from this effect also gain a Degree of the Dazed condition, with the damage and Degrees bestowed being doubled for entities wearing metal Armour Pieces or wielding metal Shields or Weapons.
For the Saboteur’s Mines Combat Step Action, replaced the Damage Type with Lightning damage and the Burned condition with the Dazed condition. Entities wearing metal Armour Pieces or wielding metal Shields or Weapons have Disadvantage on Trait Tests against this Combat Step Action.
If the entity failed the Test by 5 or more, in addition to its normal effect, the Degrees of the Dazed condition bestowed are increased by 1 and each entity within the entity's AoC must make the Agility Test as if affected by the Combat Step Action bar this entity. The Combat Step Die is reduced in size by 1 for the damage of this additional Test, and it cannot chain again should one of these entities fail the Test by 5+.
Poison. For the Lightning Structure option of the Saboteur’s Deployable Combat Step Action, you replace the Damage Type of the option with Poison damage. The AoE becomes Heavily Obscured and Prone entities within the AoE now take the damage from this effect. An entity that takes damage from this effect, also gains both a Degree of the Burned (Poison) and Poisoned condition. If one or more of the Combat Step Dice or Burned condition dice roll their maximum result the entity gains the Confused condition until the end of their next Turn.
For the Saboteur’s Mines Combat Step Action, replaced the Damage Type with Poison damage and the Burned condition with the Poisoned condition. The AoE becomes Heavily Obscured until the end of the Triggering entity's next Turn.
If the entity failed the Test by 5 or more, in addition to its normal effect, gains two Degrees of the Burned (Poison) condition and the Confused condition.
Radiant. For the Turret Structure option of the Saboteur’s Deployable Combat Step Action, you replace the Damage Type of the option with Radiant damage. On a Critical Hit, until the start of your next Turn the Target is gains the Wide Open condition and cannot benefit from the Invisible condition as they glow creating a Dimly Lit area in a 1m Radius.
For the Saboteur’s Mines Combat Step Action, replaced the Damage Type with Radiant damage and the Burned condition with the Impaired (Sight) condition.
If the entity failed the Test by 5 or more, in addition to its normal effect, bar applying Degrees of the Burned condition, the entity gains the Wide Open condition and cannot benefit from the Invisible condition as they glow creating a Dimly Lit area in a 1m Radius.
Thunder. For the Turret Structure option of the Saboteur’s Deployable Combat Step Action, you replace the Damage Type of the option with Thunder damage. On a Critical Hit, the Target gains the Impaired (Hearing) and Silenced condition until the start of your next Turn.
For the Saboteur’s Mines Combat Step Action, replaced the Damage Type with Thunder damage and the Burned condition with the Impaired (Hearing) condition.
If the entity failed the Test by 5 or more, in addition to its normal effect, bar applying Degrees of the Burned condition, the entity gains the Silenced condition and is knocked Prone.
Vorpal. For the Turret Structure option of the Saboteur’s Deployable Combat Step Action, the Critical Hit Scope of the Attack Roll increases by 2. On a Critical Hit, the Target gains three Degrees of the Burned (Vorpal) condition.
For the Saboteur’s Mines Combat Step Action, replaced the Damage Type with Vorpal damage and the Burned condition with the Burned (Vorpal) condition.
If the entity failed the Test by 5 or more, in addition to its normal effect, the Degrees of the Burned (Vorpal) condition bestowed are increased by 3 and until the start of your next Turn, the entity gains a Technique Penalty to their HT equal to half your SB.
2nd Tier Sabotage Technique Feature
You have equipment on your person to affect the local battlefield. So long as you are not Incapacitated you emit an Aura a number of metres equal to your Skill Bonus, that affects entities of your choosing. This Aura does not pass through Total Cover, and is considered an AoE from a Combat Step Action for your Saboteur’s Stance Combat Step Action.
When you gain this complete a Short or Long Rest, select one of the following effects that your Aura bestows until you next compelte a Rest:
Caltrops & Bombs. Hostile entities that enter the Aura for the first time on a Turn or end their Turn in the Aura, take 1d4 Vorpal Fire damage. If any of the damage dice rolls its maximum result, the entity gains 1 Degree of the Slowed condition, though should an entity gain 5 Degrees of the Slowed condition whilst they have Degrees from this effect intead of gaining the Petrified condition they gain the Restrained condition. This Restrained condition lasts for 1 Minute, with the affected entity at the end of each of their Turns being able to make a Physique Test, with a TG equal to the TG of the last effect to give them Degrees of the Slowed condition. Ending the condition on a success.
Disrupt Terrain. Hostile entities treat the area of your Aura as non-magical Difficult Terrain. Allied entities within your Aura, ignore the movement penalties of non-magical Difficult Terrain.
Fire Crackers. Entities within the Aura, bar affected entities, have Disadvantage on Concentration Tests.
Minor Cover. Affected entities gain a +1 Cover Bonus to their HT, unless they are Prone at which point they gain the benefits of Half Cover. This Cover Bonus is doubled against Ranged Attack Rolls.
Smoke Pellets. The Aura is considered Heavily Obscured, except to affected entities.
You may suppress or restore the effects of your Aura as an action (0AP).
An entity cannot gain the benefit of the same Aura effect from multiple sources, if multiple sources are applied, the entity only use the source that provides the larger benefit.
3rd Tier Sabotage Technique Feature
You have mastered the art of disrupting your foes and their plans. You gain a number of additional Combat Step Dice equal to half your SB. When you would use a Combat Step Action that has an AoE that would affect allied entities, you may expend a Combat Step Die to ignore a number of allied entities from the AoE, up to the maximum value of the expended die.
Once per Turn, when making a Weapon Attack or Unarmed Strike as part of a Combat Step Action, you may choose for one of the following effects to be applied to the Target:
Flaming Oil Strike. The Target gains three Degrees of the Burned condition.
On a Critical Hit, you also inflict the Forced Move [directly away from you] 2 condition.
Head Strike. The Target gains two Degrees of the Dazed condition until the start of your next Turn.
On a Critical Hit, you instead inflict the Confused condition until the start of your next Turn.
Numbing Venom. The Target gains two Degrees of the Slowed condition until the start of your next Turn.
On a Critical Hit, you instead inflict the Silenced condition until the start of your next Turn.
Rattling Strike. The Target has Disadvantage on the next Attack Roll they make, and cannot make Opportunity Attacks until the start of your next Turn.
On a Critical Hit, you also inflict the Wide Open condition until the start of your next Turn.
Toxin Strike. The Target gains three Degrees of the Poisoned condition until the start of your next Turn.
On a Critical Hit, you instead inflict the Mind Lock condition until the start of your next Turn.
In addition, you can choose two effects of your Saboteur’s Aura to bestow at a time, and the damage die of its Caltrops & Bombs effect increases to 3d4.
Warriors who study these techniques adapt their School's teachings towards vehicular combat.
1st Tier Vehicular Technique Feature
You have trained to use and maintaining vehicles. You gain an additional two Combat Step Dice, Learn the Driving and Technology Skills and Master the Driving Skill, and gain the Pilot's Training Feat. The Vehicle Stunts granted by the Pilot's Training Feat, can be used for all kinds of Vehicle that you have as a Skill Foci of the Driving SKill that meet the Prerequisites fo the Stunt.
You gain a Skill Foci for the Technology Skill, any kinds of Vehicle which you have as a Skill Foci for the Driving Skill.
When using a Combat Step Action the Targets, affects, or has a requirement tied to a Mount, it instead replaces "Mount" in its text with a kind of Vehicle for which you have a Driving Skill Foci. Any that refer to being Mounted still only apply if you are Mounted on a Vehicle that allows you to do so.
2nd Tier Vehicular Technique Feature
You have learnt how to get the most out of your vehicles. You learn a number Vehicle Stunts equal to half your SB. These Stunts can only be performed for the kinds of Vehicles for which you have a Driving Skill Foci.
While Piloting a Vehicle, you gain access to the following effects:
Increase each kind of Movement speed the Vehicle has of 1m or greater by 2m. If the Vehicle you are Piloting is a kind of Vehicle which you have as a Driving Skill Foci, the increase instead equals 2 + your Knowledge (minimum 5m).
You gain +1AP, which can only be used to perform Vehicle Role Actions or the Vehicular Stunts Combat Step Action. If the Vehicle you are Piloting is a kind of Vehicle which you have as a Driving Skill Foci, it instead is +3AP.
If your Vehicle is subjected to an effect that allows it to make an Agility Trait Test to take only half damage, it instead takes no damage if it succeeds on the Test, and only half damage if it fails.
You may use your own Scar Concepts for the Vehicle you are Piloting.
If the Vehicle is one you can Mount, whilst Mounted on the Vehicle, you have Advantage on Trait Tests made to avoid falling off your Vehicle, and you can force an attack Targeted at your Vehicle, that you are aware of, to Target you instead.
3rd Tier Vehicular Technique Feature
You have mastered the art of using vehicles with your flow. You may choose a number of kinds of Vehicle equal to half your SB. You gain a Skill Foci for the Driving Skill of each of the chosen kinds of Vehicle.
If the Vehicle you are Piloting is a kind of Vehicle which you have as a Driving Skill Foci, you may expend a Combat Step Die to immediatley Recharge any single Recharge effect of your Vehicle, to restore 3 expended Charges of a single limited use ability of the Vehicle that would be restored on a Short Rest, or restore 1 expended Charge of a single limited use ability of the Vehicle that would be restored on a Long Rest, so long as it has more than 1 Charge per Long Rest.
If the Vehicle is one you can Mount, whilst Mounted on the Vehicle, you treat your Size Category as being one Size Category larger than normal for the size of entities you can affect with your actions’ effects.
In addition, if you would be behind a Vehicle that provides no Cover against an Attack Roll passing through it, you treat it as providing Half Cover, if it would normally provide Half Cover you instead treat it as providing Three-QUarters Cover.
Warriors who study these techniques adapt their School's teachings towards protecting their allies in combat.
1st Tier Warden Technique Feature
You have trained towards standing against the unending tides. Increase the number of simultaneous Marked condition you can have at a time by half your SB. When you apply the Marked condition to a Target, if they attempt to move more than 6m (Near) from you, you may choose for them to make a Determination Test, if they fail the Test they are forced to remain within 6m (Near) of you. The TG for this Test is your Combat Step TG.
When you would recieve damage that would reduce your HP, after applying all modifications to the total damage, do not reduce your HP. Instead note down the damage adding it to any you already have noted down, though other effects tied to that damage still apply to you immediatley. At the end of each of your Turns, you recieve the total damage you noted down and then reset the count of delayed damage to 0.
If an effect would restore your HP, you may choose to either have it restore your HP or to reduce the total of your current delayed damage (you may split the total HP restored between both options).
The maximum amount of damage that can be delayed at a time is equal to half your Hit Point Maximum. Any damage recieved beyond this amount is dealt immediatley as normal.
2nd Tier Warden Technique Feature
You unleash the power of your wounds into your strikes. You gain a Technique Bonus to Attack and Damage Rolls as determined in the table below, reffering to your curent amount of delayed damage compared to your Hit Point Maximum.
| % of Hit Point Maximum | Technique Bonus |
|---|---|
| 0 - 9 | +0 |
| 10 - 24 | +1 |
| 25 - 39 | +2 |
| 40 - 49 | +3 |
| 50 | +5 |
In addition, when you would recieve damage that would reduce you from 1HP or more to 0HP, you immediatley become Stabilised.
3rd Tier Warden Technique Feature
You have trained to stand against more supernatural foes. If you are not Incapacitated and would make an Endurance, Knowedge, Intuition, or Determination Test to resist or avoid an effect that deals half as much damage on a successful Test, on a successful Test you instead take no damage.
In addition, you gain the Warden’s Duel Combat Step Action.