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True Aim |
4 |
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Once per round, before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades his attack roll once per rank of True Aim. |
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Lethal Blows |
2 |
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The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
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Grit |
1 |
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Each rank of Grit increases a character’s strain threshold by one. |
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Side Step |
1 |
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Once per round on the character’s turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. He then suffers a number of strain no greater than his ranks in Side Step. Until the start of the character’s next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the character. |
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Sniper Shot |
2 |
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Once per round before making a non-thrown ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of his ranged weapon up to one range band per rank. For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range). |
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Point Blank |
1 |
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The character adds one damage per rank of Point Blank to one hit of successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged. |
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Strong Arm |
1 |
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Characters with the Strong Arm talent treat thrown weapons as if they had one step greater range, to a maximum of medium range. |
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Natural Marksman |
1 |
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Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check. |
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Dedication (Ag) |
1 |
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Each rank permanently increases a single characteristic of the player’s choice by one point. This cannot bring a characteristic above six. |
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Deadly Accuracy (ranged: light) |
1 |
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Each time the character gains a rank of Deadly Accuracy, he must choose one combat skill. The character may add his basic training ranks in that combat skill as additional damage to one hit of a successful attack made with that skill with non-starship/vehicle weapons. He cannot choose the same combat skill twice. |
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Quick Draw |
1 |
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Once per round on the character’s turn, he may draw or holster an easily accessible weapon as an incidental, not a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver. |
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Quick Strike |
1 |
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When performing a combat check during combat, the character adds a Bonus Die (Blue Die) per rank of Quick Strike to combat checks against any target that has not yet acted in the encounter. |
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Improved Quick Draw |
1 |
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May use quick draw twice per round. |