Weapons & Armor
Grapple - attached to armor.
Brass Knuckles x 2 @ 25 each = 50
Compound Bow = 200
Compound Bow Arrow = 25
Critical plus 100 points
(lethal blows 10)
Quick Strike - 1
Stalker - 3
Master of Shadows - 1
Quick Draw - 1
Jury Rig - 2 (Ace)
Durable - 2 (Ace)
Heroiric Fortitude - 1 (Ace)
True Aim - 3
Powerful Blast - 3
Increase Blast damage dealt
by explosives, explosive
weapons, and grenades by
+1 per rank of Powerful Blast.
Deadly Accuracy - When acquired, choose 1
combat skill. Add damage
equal to ranks in that skill to
one hit of successful attack
made using that skill.
Targeted Blow - once per round add damage equal to agility to hit if spending 1 destiny point
Heavy Hitter - Once per session, spend
on a successful Ranged
(Heavy) or Gunnery check to
add the Breach 1 quality to
the attack, or increase an
existing Breach rating by 1.
Body Guard 3 - (Soldier Vanguard)
Once per round, perform the
Body Guard maneuver to
guard an engaged character.
Suffer a number of strain no
greater than ranks of Body
Guard, then until the
beginning of the next turn
upgrade the difficulty of
combat checks targeting the
character by that number.
5 Ferel stength
2 Frensied Attack
Natural Brawler - Once per session, may re-roll
any 1 Brawl or Melee check.
Natural Marksmen - once per session re roll, gunnary check.
8 Barrage
6 Burly
THE BIGGER THEY ARE - SOLDIER
Once per game session as an action, the character may spend 2 Destiny Points, nominate one vehicle, starship, or living creature of silhouette 2 or
smaller that he can see and make a Hard ( ) Knowledge (Warfare) check. If he succeeds, for the next 3 rounds, he and each other friendly character
within medium range of him ignore the target’s armor (or soak) when inflicting damage on the target with non-vehicle/starship weapons.
Precise Aim - 1
Targeted Strike - 1 destiny pt to use Agility to add damage equal to level of Agility.
Anatomy Lesson - 1 destiny point to add damage equal to intelect
Durable - 3
May reduce any Critical
Injury suffered by 10 per rank
of Durable to a minimum of
1.
Armored Drop Suit
1
2
6
3
7
No Disintegrations p.49
As a maneuver, the wearer may engage flight system to operate like a vehicle: Silhouette 0, Speed 2, Handling +2, System Strain Threshold 3. While flight system is active and wearer is conscious, do not suffer damage from falling.