Weapon Mastery d% 001
Ability (Max Rank 26)
Base Effect
You have weapon mastery in the weapons that you have selected as having training for your class and level. As you level you can select new weapons that you have training in. Class Weapons that you have not selected to be trained you are proficient in (Rank 1). All other weapons outside your class list you are Untrained in (Rank 0).
Rank Progression
1
Proficient. You no longer provoke reaction when you attack with this weapon.
2
Trained. +1H, +1DS.
3
+2H, 1AP, +1DS.
4
+3H, 1AP, (1) deflect, +1DS.
5
Adept. +4H, 1AP, (1) deflect, +1DS.
6
+4H, 1AP, (1) deflect, +1D, +1DS.
7
+5H, 1AP, (1) deflect, +1D, +1DS.
8
Specialized. +5H, 1AP, (1) deflect, +1D, +2DS. If you roll minimum you reroll (1r).
9
+6H, 1AP, (1) deflect, +1D, +2DS. If you roll minimum you reroll (1r).
10
+6H, 1AP, De(1)+1, +1D, +2DS. If minimum add and reroll (1r+).
11
Skilled. +7H, 1AP, De(1)+1, +1D, +3DS. If minimum add and reroll (1r+).
12
+7H, 1AP, De(1)+1, +1D, +3DS, -1H attackers. If minimum add and reroll (1r+).
13
+7H, 1AP, De(2)+1, +2D, +3DS, -1H attackers. If minimum add and reroll (1r+).
14
Expert. +7H, 1AP, De(2)+1, +2D, +4DS, -1H attackers. If minimum add and reroll (1r+).
15
+7H, 1AP, De(2)+2, +2D, +4DS, -1H attackers. If minimum add and reroll (1r+).
16
+7H, 1AP, De(3)+2, +2D, +4DS, -1H attackers.
17
Master. +7H, 1AP, De(3)+2, +2D, +5DS, -1H attackers. If minimum add and reroll (1r+). On Crit or telling blow have one damage step dice as maximum value of your choice MAX(1).
18
+7H, 2AP, De+(4)+2, +2D, +5DS, -1H attackers. If minimum add and reroll (1r+). On Crit or telling blow MAX(1). You can deflect against one size larger.
19
+7H, 2AP, De+(4)+2, +2D, +5DS, -1H attackers. If minimum add and reroll (1r+). On Crit or telling blow MAX(1). You can deflect against one size larger.
20
High Master. +7H, 2AP, De#+(4)+3, +2D, +6DS, -1H attackers. If minimum add and reroll (1r+). On Crit or telling blow MAX(1). You can deflect against one size larger. On a successful deflect you can spend a deflect or reaction to attack the one you deflected.
21
+7H, 2AP, De#+(4)+3, +3D, +6DS, -1H attackers. Roll damage dice twice and take best total.
22
+7H, 2AP, De#+(4)+3, +3D, +6DS, -1H attackers. If rolling two or more dice for damage, one dice will always be the max result (e.g. 2D4 becomes D4+4).
23
Grand Master. +8H, 2AP, De#+(4)+3, +3D, +7DS, -1H attackers.
24
+8H, 2AP, De#+(4)+3, +3D, +7DS, -2H attackers. When rolling damage dice replace the lowest roll with the maximum value.
25
+8H, 2AP, De#+(4)+4, +3D, +7DS, -2H attackers. When rolling damage dice any dice with max value are kept and rolled again and added (exploding dice).
26
Supreme Grand Master. +8H, 2AP, De#+(4)+4, +3D, +8DS, -2H attackers. All hits cause 1 wound for every 8 points of damage (rounded down).
Weapon mastery represents advanced training with weapons. As you level, you gain additional weapon training through practice.
Class Progression
Different classes gain bonus weapon masteries at different rates:
| Class | Weapon Mastery Levels |
| Warwager, Avowed | 3, 6, 9, 12 |
| Zealot, Knave | 4, 8, 12 |
| Mage, Varlock | 5, 10, 15 |
Ranking Abilities
When you select a mastery you can either:
- Choose a new weapon mastery ability
- Rank an existing weapon mastery
Weapon Mastery (Determined)
You may choose to gain a weapon mastery and pick a single weapon that you are NOT trained in. This special mastery lets you become proficient with an unconventional weapon choice.