Weapon builds

These are complete example builds for unmodded PC 1.5.2.3. Choose a weapon role that fits the team, then adapt its Immediate combat level 2–11 order to the recruit and campaign. Level 1 grants no perk; the next ten levels provide ten picks. Each build gives gear, recruit priorities, tactics and tradeoffs.
When a guide names defenses or Health, assess the recruit before equipment bonuses. Colossus improves maximum Health, so account for it when allocating level-up rolls. Usable Fatigue is the maximum left after the full loadout, including bag gear. An ordinary brother recovers 15 Fatigue at turn start. “Fatigue-neutral” generally means a turn spends no more than it recovers; these two-hander examples use one move plus one strike on ordinary ground. Wounds, difficult terrain, weapon costs and extra actions can break that balance. Berserk refunds 4 AP once per turn after a kill; another attack still needs AP, Fatigue and a suitable target.
Choose a weapon family
Section titled “Choose a weapon family”See recruiting, progression, perk reference and weapon reference for the surrounding systems and item details.
Student and Gifted
Section titled “Student and Gifted”Gifted grants three permanent attribute choices; it does not raise character level or give experience or perk points. Student grants 20% more battle experience while active, then becomes inactive and returns one point at level 11. A build can use both: spend the returned point alongside the normal level-11 pick. Each weapon guide’s Student table lists only changed levels; use the Immediate combat order for unlisted levels. Student can be chosen at any level from 2 to 10 and can be delayed until the brother is safer. Only Manhunters’ Indebted return Student at level 7 and need a different plan.
Sources
Weapon and perk mechanics use the 1.5.2.3 game-data manifest. Build tradeoffs also draw on the In-Depth Perks Guide by turtle225 and Abel, accessed 2026-10-18. Recommendations are independently written for this wiki.
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