|
Command |
2 |
|
Add ⏹ per rank of Command when making Leadership checks. Affected targets add ⏹ to Discipline checks for next 24 hours |
|
Second Wind |
1 |
|
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind. |
|
Field Commander |
1 |
|
Take the Field Commander action; make a Average (♦️♦️) Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver. |
|
Improved Field Commander |
1 |
|
Field Commander action affects allies equal to double Presence, and may spend a Triumph to allow allies to suffer 1 strain and perform 1 free action instead. |
|
Grit |
1 |
|
Gain + 1 strain threshol |
|
True Aim |
1 |
|
Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim |
|
Dedication |
1 |
|
Gain +1 to a single characteristic. This cannot be above 6 |
|
Deadly Accurancy |
1 |
|
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill. |
|
Toughened |
1 |
Gadgeteer |
Gain +2 wound threshold |
|
Jury Rigged |
1 |
|
Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use. |
|
Armour Master |
1 |
|
When wearing armor, increase total soak value by 1 |
|
Tinkerer |
1 |
|
May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once. |
|
Dedication |
1 |
|
Gain + 1 to a single charac- teristic. This cannot bring a characteristic above 6. |