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Command 2 |
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Add a boost per rank of Command to Leadership checks. Affected targets add a boost to Discipline checks for the next 24 hours. |
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Second Wind 2 |
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Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind. |
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Point Blank 2 |
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Add 1 damage per rank of Point Blank to damage of one hit of successful Ranged (Heavy) or (Light) attacks made while at short range or engaged. |
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Side Step |
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Once per round, as a man- euver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round. |
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Confidence |
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May decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. |
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Strong Arm |
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Treat thrown weapons as if they had 1 greater range. |
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Field Commander |
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Take the Field Commander action; make an Average Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver. |
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Natural Marksman |
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Once per session, may re- roll any 1 Ranged (Light) or Ranged (Heavy) check. |
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Sniper Shot |
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Before making a non- thrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase. |
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Improved Field Commander |
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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. |
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Grit |
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Gain +1 strain threshold. |
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Toughened |
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Gain +2 wound threshold. |
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Lethal Blows |
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Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents. |
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Deadly Accuracy (Ranged Light) |
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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. |
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True Aim 2 |
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Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim. |
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Dedication |
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+1 Brawn. |