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Flamepunk: Physical Traits
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===Military Ballistics Training=== ''Military Ballistics Training encompasses ranged combat via the use of '''military ranged''' weapons. This is the default skill for those who want to fight at a distance with serious weapons of war. Guild soldiers are often adept with Military CQC Training, as are Guild Hellforged.'' '''Untrained Level''' * At the Untrained level you can use the equipment with the Hit Targets, damage and special effects listed in the [[Flamepunk: Technology and Weaponry]] section. Most ''Military Ranged'' weapons have a Hit Target of ''(1, 2)''. '''Proficient Level''' * ''Ballistics techniques:'' When you make a ranged attack using a ''Military Ranged'' weapon, you count a roll of "3" as a Hit Target number. For example, if a weapon usually has a Hit Target number of ''(1, 2)'', then this would become ''(1, 2, 3)''. '''Expert Level''' * ''Expert Aim:'' Add +2 to the Magnitude of successful Aimed Attacks with ''Military Ranged'' weapons. '''Master Level''' * ''Master Aim:'' Add +2 again to the Magnitude of successful Aimed Attacks with ''Military Ranged'' weapons. This is cumulative with Expert Aim, effectively giving a total +4 increase in Magnitude with succesful Aimed Attacks. * ''Maximise Cover:'' When you are in ''Cover'', remove all attack dice against you that show a face value of 2. (note that this effectively does not alter the benefit of good cover, but makes poor cover count as good cover.) <br><br>
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