|
Adversary |
2 |
Page 142, AoR Core Rulebook |
Upgrade the difficulty of any combat check targeting this character once per rank of Adversary. |
|
Commanding Presence |
2 |
Page 144, AoR Core Rulebook |
The character removes 1 Setbackper rank of Commanding Presence from his Leadership and Cool checks |
|
Coordinated Assault |
1 |
Page 145, AoR Core Rulebook |
The character may make a Coordinated Assault maneuver. If he does so, a number of allies engaged with him equal to his ranks in Leadership gain 1 Advantage on combat checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per rank of Coordinated Assault. |
|
Quick Draw |
1 |
Page 154, AoR Core Rulebook |
Once per round on the character's turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver. |
|
Side Step |
2 |
Page 156, AoR Core Rulebook |
Once per round on the character's turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. He then suffers a number of strain no greater than his ranks in Side Step. Until the start of the character's next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the character. |
|
Swift |
1 |
Page 158, AoR Core Rulebook |
The character does not suffer the penalties for moving through difficult terrain (he moves through it at normal speed, without spending additional maneuvers). |
|
Clone Inhibitor Chip |
1 |
Page 138, Rise of the Separatists |
So long as the proper chain of command is observed, upgrade Leadership checks targeting this character once. |
|
Joopa Worm Pattern! |
1 |
Page 81, Dawn of Rebellion |
As a maneuver, make a Hard (3 Difficulty) Leadership check to allow allies within Short range who move in their following turn to gain +1 Defence for the remainder of the round. |
|
Tactical Direction |
1 |
Page 419, AoR Core Rulebook |
This character may perform a maneuver to direct one allied minion group within Medium range; the group may perform an immediate free maneuver or add 1 Boost to its next check. |