Physical Training |
2 |
|
Add a boost dice to Resilence and Athletics checks equal to your ranks. |
Grit |
8 |
|
Increase your strain threshold by 1 per rank. |
Conditioned |
2 |
|
Remove ■ per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned. |
Toughened |
8 |
|
Increase wound threshold by 2 per rank |
Quick Strike |
1 |
|
Add a Boost dice per rank of Quick Strike to combat checks against an enemy that has not acted yet this encounter. |
Clanker Killer |
3 |
|
Before rolling a combat check against a droid, you can remove boost dice equal to your ranks of this talent. Then add an equal number of success or advantage to your results. |
Point Blank |
2 |
|
Add 1 damage per rank of this talent, to a successful attack with a ranged light or heavy at short ranged or Engaged. |
Guns Blazing |
|
|
As an incidental, suffer 2 strain to avoid upgrading the difficulty of a ranged light attack with two weapons. |
Quick Draw |
|
|
Once per round, draw a weapon, accessible item or holster a weapon as an incidental. |
Rapid Reaction |
1 |
|
Before you roll: during the initative suffer strain each to ranks of this talent add an equal number of successes to your initative check. |
Combat Veteran |
4 |
|
Add a boost dice equal to your ranks of this talent to brawl and Discipline checks. |
Lethal Blows |
1 |
|
Add +10 to your crit score when rolling a critical against your opponent. |
Dedication |
4 |
|
Increase a chosen Characteristic by 1 |
Natural Commando |
|
|
Once per session, you may reroll one Ranged Light or Stealth check. |
Tactical Evasion |
|
|
Upgrade the difficulty of ranged combat checks, equal to the number of maneuvers they performed to move this round. |
Dodge |
2 |
|
When targeted by a combat check, the player can take an incidential to suffer strain per ranks of Dodge. Upgrade the difficulty of the check per ranks of Dodge. |
Armour Master |
|
|
Increase your soak value by 1 when wearing armour. |
Side step |
1 |
|
Once per round, you may take a side step manuever and suffer strain equal to your ranks in Side Step. Upgrade ranged attacks against you equal to your ranks of Side step. |
To the Death |
|
|
Once per session as a manuever, suffer strain equal to your willpower, until the end of the encounter critcials inflicted or suffered increase by 10 per strain suffered. |
Improved Armour Master |
|
|
When wearing armour with a soak of 2 or more, increase your defense by 1. |
Sixth Sense |
|
|
Increase ranged defence by 1 |
Intimidating |
2 |
|
Suffer strain equal to your ranks of intimidating to downgrade the difficulty of coercion checks equal to your ranks or upgrade the difficulty when targeted by coercion. |
Outdoorsman |
1 |
|
Remove ■ per rank of outdoorsman from checks involving moving through difficult terrain and environmental effects. Decrease overland travel times by half (This does not stack per rank.) |
Command |
2 |
|
Add boost dice per rank of Command to Leadership checks. Affected targets add boost dice to Discipline checks for the next 24 hours. |
Prime Positions |
2 |
|
When this character or an ally within short range takes cover they increase their soak against ranged attacks by 1 per rank of this talent until they leave cover. |
Tactical Advance |
|
|
The character may suffer 2 strain to perform this talent as an incidental. Until the character's next turn the character and allies within short range may leave cover and continue to recieve its benefits. |
First Among Brothers |
1 |
|
When the character rolls a check that does not generate threat, the check gains 1 advantage per rank of this talent. These additional advantages can only be spent on ally clones. |
Field Commander |
|
|
Action: Make an average two purple (average) leadership check. A number of allies equal to your presence may suffer 1 strain to perform a free maneuver. |
Improved Field Commander |
|
|
Field Commander action affects allies equal to double Presence, and may spend a triumph to allow one ally to suffer 1 strain and perform 1 free action instead. |
Jump up |
|
|
Once per round, you may stand from a seated or prone as an incidental. |
Hit and Run |
|
|
After the character completes an attack against an enemy who's engaged, you may move to short range with a jetpack. |
Improved Tactical Advance |
|
|
The character may spend 2 advantage or 2 threat (targetting them), to perform Tactical Advance as an incidental without suffering strain. |
Familiar Suns |
|
|
Once per session, as a maneuver, make a 3 purple knowledge Outer rims or Core worlds check to reveal the current planetary environment and other useful information. |
Swift |
|
|
Do not suffer usual pentalities for moving through difficult terrain. |
Durable |
2 |
|
May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1. |
Jetpack Expertise |
|
|
May spend advantage to remove 1 system strain from their jetpack. (Advantage can be stacked.) |