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Trappers Training Table

When purchasing Upgrades for models in a Trappers crew, use the following table instead of the standard Training Table. [Folio pg. 87]

Score Upgrade Rating Increase (Champion) Rating Increase (Grunt)
1 Increase the model's Strength by 1. +10 +7
2–3 Increase the model's Perception by 1. +10 +7
4 Increase the model's Endurance by 1. +15 +9
5 Increase the model's Charisma by 1. +8 +5
6 Increase the model's Intelligence by 1. +8 +5
7–8 Increase the model's Agility by 1. +10 +7
9 Choose one of the results above.
10 Choose one: Increase the model's Luck by 1 (+15/+9) or increase the model's Health by 1 (+20/+12). +15 / +20 +9 / +12

XP Cost

Each Upgrade costs XP based on the model's class and how many Upgrades it already has. ^[Rulebook pg. 58]^

Existing Upgrades Champion Grunt
0 3 2
1–2 4 3
3–4 5 4
5 6 5
6+ 7 6

Gaining Perks

A model gains a Perk on its 2nd, 4th, 6th, and 8th Upgrade. Choose any Perk from the Perks list — Innate Perks cannot be gained this way. If the chosen Perk is from the same S.P.E.C.I.A.L. category as the Upgrade just gained, the crew gains 1 XP. ^[Rulebook pg. 58]^

Statistic Limits

S, P, E, C, I, A cannot exceed 9. Luck cannot exceed 5. Health can only be Upgraded once. If a stat is rolled at its maximum, re-roll that die. ^[Rulebook pg. 58]^