sniper shot |
2 |
sharpshooter |
Before making a nonthrown ranged attack, may perform a Sniper Shot maneuver to increase the weapon's range by 1 range band per rank in Sniper Shot. Upgrade the difficulty of the attack by 1 per range band increase. |
True aim |
4 |
sharp, gunner |
Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim. |
Deadly accuracy |
2 |
sharp |
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made using that skill. (ranged heavy and melee) |
Lethal blows: |
2 |
sharp |
add +10 per rank to critical injury on hostile opponent |
toughened |
7 |
|
+2 wound treshold per rank |
physical training: |
3 |
Character creation race, commando |
Add boost-die per rank to athletics and resiliance checks |
Durable |
4 |
commando, gunner |
May reduce any critical injury by 10 per rank, to a minimum of 1 |
Armor master |
1 |
commando |
when wearing armor adds 1 soak per rank |
Dedication |
4 |
|
add characteristic point (1 brawl, 1 Agility, 1 presence, 1 cunning) |
Heroic fortitude |
1 |
commando |
may spend 1 destiny point to ignore effects on crits on agility or brawn checks until the end of the encounter |
grit |
6 |
|
+1 strain treshold per rank |
crippling blow |
1 |
sharp |
increase difficulty of a combat check by one. if it does damage target suffers one strain every time it moves |
targeted blow |
1 |
sharp |
after succesful attack, spend a destiny point to increase damage equal to agility to one hit |
natural marksman |
1 |
sharp |
once per session may reroll a ranged light or heavy attack |
expert tracker |
1 |
sharp |
remove setback from tracking. cuts tracking time in half |
improved armor master |
1 |
commando |
when wearing armor with soak of atleast 2, increase defense by 1 |
Debilitating shot |
1 |
gunner |
succesful attack with vehicle weapon, spend 2 adv to reduce target max speed by 1 until end of next round |
brace |
2 |
gunner |
spend a maneuver to remove one setback per rank on next action caused by enviromental circumstances |
Enduring |
2 |
gunner |
+1 soak |
unstoppable |
1 |
commando |
if a crit is 1 or rdeuced to 1, don't take the crit |
juryrigged |
2 |
gunner |
give 1 weapon or armor 1 permanent improvement (armor +1 ranged defense, crit decreased on DLT |
comfidence |
1 |
story |
The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one level per rank of Confidence. If he decreases the difficulty to zero, he does not have to make a Discipline check. |
quick fix |
1 |
sharp |
once per session, make any one skill check using agility instead |
point blank |
1 |
commando |
add 1 damage par rank on a short or engaged raned attack |
strong arm |
1 |
commando |
thrown weapons have 1 greater range |
feral strength |
2 |
commando |
ad 1 damage to melee attacks per rank |
knockdown |
1 |
commando |
after hitting with a melee attack, spend triumph to knock them down |
prime positions |
2 |
clone officer |
when the character or an ally in short range is in cover, gain a soak against ranged by 1 per rank in prime positions untl they leave that cover |
tactical advance |
1 |
clone officer |
suffer 2 strain to, as an incidental. Until the end of the characters next turn, the character and allies in short range may leave cover and continue to recieve it's benefits |
command |
2 |
clone officer |
add bonus die per rank when making leadership checks. Affected targets gain bonus die to discipline checks for 24 hours |
clanker killer |
1 |
clone officer |
before an attack against a droid, swap a bonus die to equal amount of succes or adv, up to rakns |
first among brothers |
2 |
clone officer |
when making a check that does not generate threat, you gain adv equal to ranks, which can only be used towards allies |
scrap 'em |
1 |
clone officer |
on a succesful attack, may suffer two strain, select allies up to ranks in leadership, who add a boost die on attacks against that target until your next tuen |
for the republic! |
1 |
clone officer |
when an ally is incapacitated or killed, can make a daunting (4p) leadership check, if succesful the ally is not defeated until the end of the following round |
Coordinated assualt |
2 |
clone officer |
as a manuver, allies equal to leadership ranks in Engaged, gain one advantage on a combat checknext turn |
Overwhelm defenses |
2 |
Gunner |
upon succesful attack with vehcle weapons may spend two adv up to per rank. reduce defense in targeted zone |
Improved tactical advance |
1 |
clone officer |
may spend 2 adv from any check or 2 threat from incoming combat to perform Tactical advance incidental, instead of suffering strain |
Field commander |
1 |
clone officer |
Take Field commander action, make 2 purple leadership check, allies equal to presence may suffer 1 strain to gain 1 extra manuver |
improved field commander |
1 |
clone officer |
field commander affects allies equal to double presence. May spend triumph to give one ally an action instead |