Command |
2 |
|
Add Square per Command when making leadership checks, Affected Targets Get Square to discipline for 24 hours |
Second Wind |
2 |
|
Once per battle, may use Second wind incidental to heal strain equal to rank in Second wind |
Confidence |
1 |
|
May decrease Difficulty of discipline checks to avoid fear by 1 rank per level in confidence |
Natural Marksman |
2 |
|
Once Per session, you may re-roll a Light or Heavy ranged check |
Point Blank |
2 |
|
Add 1 Damage Per Rank of Point Blank to Damage of successful Ranged heavy/Light, While at close range or Engaged |
Side Step |
1 |
|
Once Per Round, May perform side step maneuver and suffer a number of strain to upgrade difficulty to ranged attacks by equal Number. Strain suffered this way cannot exceed ranks of side step |
Strong Arm |
1 |
|
treat thrown Weapons as if they had 1 greater range |
Field Commander |
1 |
|
Take the Field Commander Action, Make an Average Leadership Check. A number of allies equal to presence may suffer 1 strain to make a maneuver. |
Improved Field Commander |
1 |
|
Field Commander Action Affects Allies Equal to double your Presence, and may spend destiny points to allow allies to suffer 1 strain and take a free action instead |
Grit |
1 |
|
Gain +1 Strain threshold |
Toughened |
1 |
|
Gain +2 Wound Threshold |
Sniper Shot |
1 |
|
Increase the Range by 1 Range band per sniper rank, but add 1 difficulty per band added |
Lethal blows |
1 |
|
Add +10 per Rank of LB, to Critical Injury Results Inflicted to opponents |
Deadly Accuracy |
1 |
|
When acquired, Choose 1 combat skill, Add your ranks in that skill to damage made with that skill |
Dedication |
1 |
|
Gain +1 to a single characteristic, cannot exceed 6 |
True Aim |
2 |
|
Once per Round, May Perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim |
Last one Standing |
1 |
|
Once per game session during a combat encounter, the character may spend two Destiny Points to make a Hard Resilience check. If he succeeds, he skips his next turn and eliminates all enemy minions in the encounter. (The minions are all eliminated immediately, so they do not get to participate further in the combat, but for the sake of the narrative the PC can spend the next round of combat incapacitating them). |
Reduce Setback |
2 |
|
Remove 1 Black Die from Last one standing |
Add Boost |
1 |
|
Add 1 Blue Die to Last one standing |