Cartridge in, primer pops, lump of metal leaves at speed. Slugs are the universal language of violence; cheap to make, easy to fix, loud enough to settle arguments, ubiquitous enough that even the ammunition vendor on a hostile moon knows what "standard" means. No frills, no recharge cycle, just chemistry and a barrel. If something else fails, this one works.
Invest skill points in Weapons Ranged Slug for +1% to hit per point with all slug weapons you are trained in. You may also spend skill points to purchase the following tricks.
Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Slug Weapons
Duration: Passive
Effect: You are such a good shot you can use less ammo to the same effect. You gain +2 Shots for all cartridge and belt fed weapons.
Cost: 1 Skill point
Maneuver Cost: 6 Actions
Requires: Tactical Training, A Not Broken Slug Weapon
Duration: Passive
Effect: You can Field Strip and reassemble an Slug weapon that is not broken and make minor repairs. This will improve a weapons quality by one point but no higher than 5.
Cost: 3 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Slug Weapon
Duration: 1 magazine
Effect: Load armour-piercing rounds for the next reload cycle. While the AP mag is loaded, your slug attacks deal +1 Hit against any target with DR engaging the attack; the round drives an extra Hit through the armour. Against unarmoured targets, the AP profile loses some terminal energy and attack rolls suffer Bane(1). The mag-load decision is made during reload; you cannot swap mid-magazine.
Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Slug Weapon
Duration: Encounter
Effect: You've trained the muscle memory to release the trigger before the mag empties. Save 2 shots per encounter from any cartridge or belt-fed slug weapon. The recovered shots return to the magazine at end of encounter; they were never fired, just deferred. Most rookies discover the trick a round too late.
Cost: 3 Skill points
Maneuver Cost: 1 Action (aim)
Requires: Tactical Training, Slug Weapon
Duration: 1 shot
Effect: Spend an Action to align the sights. Your next slug attack this turn ignores half cover and partial cover. Cover that fully blocks line of sight is unaffected; sights cannot sight what they cannot see.
Cost: 4 Skill points
Maneuver Cost: 1 Actions
Requires: Expert Training, Slug Weapons
Duration: NA
Effect: You know how modify you ammo to be armour piecing and to target the softer parts of armour so When you fire at an Enemy with a second enemy directly behind him you may be able to roll an attack against both targets.
Cost: 3 Skill points
Maneuver Cost: 2 Actions
Requires: Expert Training, Slug Class Weapon with the Full Auto property
Duration: Encounter
Effect: You open fire with your weapon on fully automatic. As you take time to "hold down the trigger" and pump ammo into the air, you gain a bonus to hit and roll Wild Dice for bonus Hits however you expose yourself as a target.
Cost: 3 Skill points
Maneuver Cost: 1 Action
Requires: Expert Training, Slug Weapon with a single damage type
Duration: 1 shot
Effect: You tighten your burst into a single tight cluster on one point of the target's anatomy. Your attack deals +1 Hit of the weapon's damage type. You cannot use this Maneuver with weapons that deal multiple damage types; the technique requires the clean kinetic profile of a single-type round.
Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Slug Weapon
Duration: Passive
Effect: After combat, you automatically collect spent brass from the field. During a Lockdown, recovered brass can be refurbished into refilled cartridges; your next reload of a cartridge-fed slug weapon costs half its normal credit cost. Belt-fed weapons benefit equivalently via linked-belt salvage. Workshop access required to refurbish; raw brass without the kit is just nostalgia.
Cost: 4 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Slug Weapon
Duration: 1 shot
Effect: After you miss with a slug attack, your next slug attack this turn against the same target gains Boon(1). You saw where the round went; you know how to correct. The Boon is lost if you switch targets, move more than half your Speed, or take any non-attack Action between the miss and the follow-up.
Cost: 4 Skill Points
Maneuver Cost: 5 Actions
Requires: Mastery Training
Effect: You may spend an action to begin Aiming then a second action to attack.
Cost: 5 Skill points
Maneuver Cost: Passive
Requires: Master Training, Slug Weapon
Duration: 1 shot
Frequency: Once per encounter
Effect: Once per encounter, declare a slug attack as a Bypass Shot. The attack ignores all of the target's DR (any damage type) for that single Hit. DR is not eroded; it is bypassed for the round and re-engages on the next attack. Useful when the target has stacked typed DR you don't want to spend three rounds chipping through.
Cost: 5 Skill points
Maneuver Cost: 1 Action
Requires: Master Training, Slug Weapon with the Full Auto property, full magazine
Duration: 1 shot
Effect: Empty your full magazine into a single target as one Action. Roll a single attack with Boon(2). On a Hit, deal the weapon's normal Hits +2. The weapon is empty after the dump and requires a full reload (per its normal reload cost). On your next turn, you suffer Bane(1) on all attack rolls; your hands are still ringing from the dump and the barrel needs a moment to cool.
Cost: 4 Skill points
Maneuver Cost: 1 hour (during Lockdown)
Requires: Master Training, Slug Weapon, Brass Recovery, workshop access
Duration: Passive
Effect: During a Lockdown, spend 1 hour at a workshop to hand-craft a single specialty round. Declare its profile when crafted: +1 Hit, OR +1 Hit against a chosen damage-type DR (Blunt, Pierce, or Slash). Crafting consumes recovered brass. Carry the round in your magazine as the next round to chamber; once fired, it's gone, and the next reload returns the magazine to standard ammunition.
Cost: 6 Skill points
Maneuver Cost: 1 Action (aim)
Requires: Master Training, Slug Weapon
Duration: 1 shot
Frequency: Once per operation
Effect: Once per operation, declare your next slug attack a Marked Kill. Spend 1 Action to align, then make the attack. If the attack Hits, it is treated as a Critical Hit regardless of the d100 result. The phrase is not doctrine; it is a contract you have made with yourself, and the round.