Everything the ammunition table couldn't classify; gravity guns, sonic projectors, scavenged xeno tech, the rifle that fires something and the manual is in a dead language. Exotic training doesn't make a weapon work; it makes you the one in the room who can fire it without setting yourself on fire. Quality varies. Aim somewhere safe the first time.
Invest skill points in Weapons Exotic for +1% to hit per point with all exotic weapons you are trained in. Exotic weapons are by definition idiosyncratic; every one carries quirks the catalogue can't anticipate. The tricks below reward the operator who stops fighting the weapon and starts learning it.
Cost: 2 Skill points
Maneuver Cost: 1 Action (during Stim Break)
Requires: Tactical Training, Exotic Weapon
Duration: Encounter
Effect: During a Stim Break, spend 1 Action to jury-rig your exotic weapon. Your next encounter, the weapon deals +1 Hit. The rig holds for one fight; whatever you taped together comes apart at the end of the encounter and the bonus is gone.
Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, dual-mode Exotic Weapon
Duration: Passive
Effect: Once per turn, gain an Extra Action that can only be used to switch your dual-mode exotic weapon between its two firing modes. The toggle is reflexive; no fumble check, no penalty on the next attack.
Cost: 3 Skill points
Maneuver Cost: 1 Action
Requires: Tactical Training, Exotic Weapon
Duration: 1 shot
Effect: Spend an Action to over-rev the exotic for a high-yield shot. Your next exotic attack this turn deals +1 Hit. If the attack misses, the weapon loses 1 Quality from the unspent charge venting through the wrong path.
Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Weapons Exotic
Duration: Passive
Effect: You gain Boon(1) on Engineering checks to identify, repair, or appraise an exotic weapon. The trick is in pattern-matching the weird against everything you've already seen weird; eventually nothing is truly novel.
Cost: 3 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Exotic Weapon
Duration: Passive
Effect: Your maximum Familiarity cap on exotic weapons is increased by 5 over your Core's normal cap. Other weapon types cap as standard. The bond is real; the weapon is weird; both of you are learning.
Cost: 4 Skill points
Maneuver Cost: Multiple Actions (during Lockdown)
Requires: Expert Training, Exotic Weapon, Parts, workshop access
Duration: Until next Lockdown modification
Effect: During a Lockdown, install one weapon property of your choice onto your exotic weapon (Scope, Suppressor, Bipod, Bayonet; GM discretion on what physically fits). The modification consumes 2 Parts and lasts until you swap it out for a different mod during a future Lockdown.
Cost: 4 Skill points
Maneuver Cost: Passive
Requires: Expert Training, dual-mode Exotic Weapon, Toggle
Duration: Passive
Effect: Each turn, gain an Extra Action that can only be used to switch your dual-mode exotic weapon's mode. There is no per-turn cap on switches; you may toggle as often as the action economy allows.
Cost: 4 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Exotic Weapon, Unstable Charge
Duration: 1 shot
Frequency: Once per encounter
Effect: Once per encounter, you may use Unstable Charge without the Quality loss on a miss. The cycle vents the charge cleanly through the proper channel. Exceeding once per encounter reverts to Unstable Charge's normal Quality risk.
Cost: 3 Skill points
Maneuver Cost: 1 Action
Requires: Expert Training, Exotic Weapon, Parts on belt
Duration: Encounter
Effect: Spend an Action to field-mod a Part onto your exotic weapon. The Part becomes a temporary property for the encounter (player + GM agree on the mechanical effect; typically +1 Hit, +1 Range Band, or one Suffering type). The part is consumed at end of encounter regardless of how often the property triggered.
Cost: 4 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Exotic Weapon, Exotic Familiarity, 10+ Familiarity on this weapon
Duration: Passive
Effect: When wielding an exotic weapon you have 10+ Familiarity with, your attacks deal +1 Hit and you ignore Disadvantage from environmental factors (low light, weather, atmospheric interference). The weapon has acclimated to you and to where you fight.
Cost: 6 Skill points
Maneuver Cost: Multiple Actions (during R&R)
Requires: Mastery Training, Exotic Weapon, workshop access, 1 R&R Action
Duration: Permanent
Effect: During R&R, spend 1 R&R Action and workshop time to permanently modify your exotic weapon. Choose one: +1 to the weapon's Hit Rating, OR a permanent property attachment of your choice. The modification persists across missions and survives weapon repairs. You may use Custom Build only once per exotic weapon.
Cost: 6 Skill points
Maneuver Cost: Passive
Requires: Mastery Training, dual-mode Exotic Weapon, Mode Switch
Duration: Passive
Effect: When you spend an Action on multiple attacks (e.g., burst fire, double-tap), you may switch the weapon's mode between attacks at no additional Action cost. Each attack within the Action may use a different mode; declare per-attack as you roll.
Cost: 5 Skill points
Maneuver Cost: Passive
Requires: Mastery Training, Exotic Weapon, Power Cycle
Duration: 1 shot
Effect: After you use Unstable Charge, the spent overload vents outward; every enemy adjacent to you takes 1 Hit chemical at the start of your next turn. The vent does not affect allies. The chemical is the byproduct of the unstable charge dispersing through the ambient atmosphere; the side effect was always going to happen, you've learned to point it.
Cost: 6 Skill points
Maneuver Cost: 1 Action (during Stim Break)
Requires: Mastery Training, Workshop Wisdom, Quick Mod, Parts
Duration: Passive
Frequency: Once per operation
Effect: Once per op, during a Stim Break, spend 1 Action to rebuild a broken exotic weapon to functional Quality 1. Consumes 3 Parts. The rebuild is field-grade; the weapon needs proper Lockdown repair to return to higher Quality.
Cost: 6 Skill points
Maneuver Cost: Passive
Requires: Mastery Training, Exotic Weapon, Master's Touch, capped Familiarity on this weapon
Duration: Passive (while wielding the bonded exotic exclusively)
Effect: When you wield your bonded exotic weapon (capped Familiarity) as your only weapon for an encounter, gain an Extra Action per round that can only be used to make a single attack with that bonded weapon. The bond is mechanical and personal; switching to any other weapon during the encounter ends the bonus for the rest of the fight.