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Enduring |
1 |
|
+1 Soak Value |
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Grit |
1 |
|
+1 Strain Threshold |
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Precise Aim |
1 |
|
Once per round on the character’s turn, the character may perform a Precise Aim maneuver before attempting a combat check and suffer a number of strain. The number of strain cannot exceed their ranks in Precise Aim. They then decrease the target’s defense (ranged and melee) by one per strain suffered for that combat check. |
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Dodge |
2 |
|
When targeted by a combat check (ranged or melee), the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed their ranks in Dodge. |
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Lethal Blows |
2 |
|
The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
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Jump Up |
1 |
|
Once per round on the character’s turn, the character may stand up from prone or a seated position as an Incidental. |
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Quick Strike |
1 |
|
When performing a combat check during combat, the character adds per rank of Quick Strike to combat checks against any target that has not yet acted in the encounter. |
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Dedication |
1 |
|
Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |
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Stalker |
1 |
|
The character adds per rank of Stalker to all Coordination and Stealth checks. |
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Sniper Shot |
1 |
|
Once per round before making a non-thrown ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of their ranged weapon up to one range band per rank. For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range). |
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Deadly Accuracy |
1 |
|
Each time the character gains a rank of Deadly Accuracy, they must choose one combat skill. The character may add their basic training ranks in that combat skill as additional damage to one hit of a successful attack made with that skill with non-starship/vehicle weapons. |
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Quick Draw |
1 |
|
Once per round on the character’s turn, they may draw or holster an easily accessible weapon as an incidental, not 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. |