Physical Training II |
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RotS 41 |
Add boost per rank (2) to Athletics and Resilience checks. |
Clanker Killer II (Trooper/Arc) |
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RotS |
Before rolling a combat check vs a droid, remove boost dice up to ranks (2) in CK from the pool, and add an equal # of successes or advantages to the results. |
Toughened III (Trooper/Veteran) |
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Gain +2 wound threshold per rank (6/3) |
Deadly Accuracy (Trooper) |
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When acquired, choose 1 combat skill (ranged heavy) & add damage equal to ranks in that skill to one hit of a successfull attack using that skill. |
Armor Master (Trooper) |
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When wearing armor, increase soak value by 1. |
Improved Armor Master (Trooper) |
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When wearing armor with a soak value of 2 or higher, increase defense by 1. |
Natural Trooper (Trooper) |
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Once per session, may reroll one Gunnery or Ranged Heavy check. |
Dedication (Trooper) |
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+1 to Agility. |
Enduring (Trooper) |
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+1 soak |
Grit III (Officer/Arc) |
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+1 Strain Threshold per rank (3) |
Prime Positions II (Officer) |
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When this character or an ally in Short Range takes cover, the character taking cover increase their Soak against Ranged Attacks by 1 per rank (2) until they leave cover. |
Tactical Advance (Officer) |
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May suffer 2 Strain to perform Tactical Advance Incidental. Until the end of the character’s next turn, the character & allies within Short Range may leave cover and continue to receive its benefits. |
Field Commander (Officer) |
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Take the Field Command Action; make an average Leadership check. A # of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver. |
Improved Field Commander (Officer) |
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Field Commander Action affects allies equal to double Presence, & may spend 1 Triumph to allow one ally to suffer 1 strain to perform 1 free action instead. |
Improved Tactical Advance (Officer) |
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The character may spend 2 advantage from any check they make or 2 threat from a combat check targeting them to perform the Tactical Advanc Incidental (instead of suffering strain). |
Dedication (Officer) |
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+1 Presence |
Scrap ‘Em! (Officer) |
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On a successful attack, may suffer 2 strain and select allies up to ranks in Leadership, who add 1 boost die to attacks against that target until the character’s next turn. |
Improved Scrap ‘Em! (Officer) |
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Scrap em affects twice the number of allies and allies add 2 boost dice to combat checks vs that target instead of 1. |
For the Republic! (Officer) |
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Once per encounter, when an ally is incapacitated or killed, the character may make a Daunting Leadership check. If successful, the ally is not defeated until the end of the following round. If the character’s wounds or strain is reduced below their thresholds they are not incapacitated. |
Quick Strike I (Arc) |
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Add boost per rank to combat checks vs targets that have not acted yet this encounter |
Swift (Arc) |
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Do not suffer usual penalties for moving through difficult terrain. |
Point Blank II (Arc) |
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Add 1 damage per rank (2) on successful hits vs targets at short or engaged range with Ranged Heavy & Light skills. |
Guns Blazing (Arc) |
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As an incidental, suffer 2 strain to avoid increasing the difficulty of a Ranged Light check to attack with two weapons. |
Natural Commando (Arc) |
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Once per session, may reroll one Ranged Light or Stealth check. |
Dedication (Arc) |
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+1 Presence |
Tactical Evasion (Arc) |
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Upgrade the difficulty of attack checks targeting the character a number of times equal to the number of maneuvers they’ve used to move during this round. |
Get the Drop (Arc) |
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Once per session, the character and any number of allies in the encounter may add successes equal to the character’s Stealth ranks during initiative checks. |
Quick Draw (Veteran) |
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One per round, draw or holster a weapon or accessible item as an incidental. |
Rapid Reactions I (Veteran) |
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Suffer a # of strain to add a coresponding # of successes to initiative checks. Strain suffered cannot exceed ranks in RR (1). |
Combat Veteran (Veteran) |
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The character adds a boost die to their Brawl and Discipline checks equal to their ranks in CV. |
Lethal Blows |
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Add +10 per rank of lethal blows (1) to any Critical Injury results inflicted on opponents. |
Dedication |
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+1 Intellect |