|
Command |
1 |
Core - 140 |
Add Boost per rank of command to all Leadership checks. Affected targets add Boost to all Discipline checks for the next 24 hours. |
|
Confidence |
2 |
Core - 141 |
May decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. |
|
Second Wind |
2 |
Core -151 |
Once per encounter, may use a Second Wind incidental to heal Strain equal to ranks in Second Wind. |
|
Commanding Presence |
2 |
Core - 140 |
Remove SB per rank of Commanding Presence from all Leadership and Cool checks. |
|
Toughened |
1 |
Core - 153 |
Gain +2 Wound Threshold |
|
Enhanced Leader |
|
Core - 142 |
When making a Leadership checks, add FD up to Force rating. Spend FP to add Success or Adv to the result. |
|
Field Commander |
|
Core - 143 |
Take the Field Commander action; make a Avg Difficulty Leadership check. A number of aliens equal to Presence may immediately suffer 1 Strain to perform one free maneuver. |
|
Steely Nerves |
|
Core - 152 |
May spend a Destiny Point to ignore the effects of Critical Injuries on Willpower or Presence checks until the end of the encounter. |
|
Improved Field Commander |
|
Core - 143 |
The Field Commander action affects allies equal to double Presence, and may spend Triumph to allow allies to suffer 1 Strain to perform 1 action instead. |
|
Unity Assault |
|
Core - 153 |
If a missed combat check generates Triumph of 3 Adv, many spend to perform a Force power targeting allies as a maneuver. |
|
Dedication |
|
Core - 141 |
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
|
Force Rating |
|
Core - 143 |
Gain +1 Force rating. |
|
Natural Leader |
|
Core - 148 |
Once per session, may re-roll any one Cool or Leadership check. |