physical traning |
3 |
clone/clone trooper/ARK Trooper |
Add 0 per rank to Athletics and Resilience checks |
POINT BLANK |
4 |
Mercenary Soldier/ARK Trooper |
Add 1 damage per rank of Point Blank to damage of one hit of successful Ranged [Heavy) or Ranged (Light) attacks made while at close range or engaged |
STRONG ARM |
1 |
Mercenary Soldier |
Treat thrown weapons as if they had 1 greater range |
NATURAL MARKSMAN |
1 |
Mercenary Soldier |
Once per session may re-roll any 1 Ranged(Light) or Ranged(Heavy) check |
DEADLY ACCURACY |
3 |
clone trooper/Sharpshooter |
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one l1it of a successful attack made using that skill. (Ranged: Heavy/Ranged: Light ) |
Clanker Killer |
2 |
clone trooper |
Before rolling a combat check that targets a droid remove 0 up to the character's ranks in Clanker Killer from the pool and add an equal number of success or adv to the results |
Armor Master |
1 |
clone trooper |
When wearing armor, increase total soak value by 1 |
Toughened |
11 |
clone trooper/ARK Trooper/Mercenary Soldier/colossus |
Gain +2 wound threshold |
Improved armor master |
1 |
clone trooper |
When wearing armor with a soak value of 2 or higher increase defense by 1 |
Natural Trooper |
1 |
clone trooper |
Once per session may re-roll any 1 Gunnery or Ranged(Heavy) check |
DEDICATION |
6 |
clone trooper/Mercenary Soldier/Sharpshooter/colossus/SOLDIER MEDIC/Makashi Duelist |
Gain + 1 to a single characteristic. This cannot bring a characteristic above 6 (Int 3 will 1 br 1 Pr1) |
Lateral Thinking |
1 |
clone trooper |
Once per encounter, spend one Destiny Point to force an enemy to reroll a successful check targeting the character. Does not require a Destiny Point if the enemy is a droid |
SNIPER SHOT |
3 |
Mercenary Soldier/Sharpshooter |
Before making a nonthrown ranged attack, may perform a Sniper Shot maneuver to increase the weapon's range by I range band per rank in Sniper Shot. Upgrade the difficulty of the attack by 1 per range band increase . |
SECDND WIND |
2 |
Mercenary Soldier |
Once per encounter. may use Second Wind incidental to heal strain equal to ranks in Second Wind. |
LETHAL BLOWS |
2 |
Mercenary Soldier/Sharpshooter |
Add+ 10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents |
GRIT |
10 |
clone trooper/ARK Trooper/colossus/SOLDIER MEDIC/Makashi Duelist |
Gain + I strain threshold. |
True Aim |
4 |
Mercenary Soldier/Sharpshooter |
Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim. |
CDNFIDENCE |
1 |
Mercenary Soldier |
May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. |
BRACE |
1 |
clone trooper |
Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances |
ENDURING |
2 |
clone trooper/colossus |
Gain +1 soak value |
Improved Toughened |
1 |
colossus |
Once per session, the character may heal a number of wounds equal to their ranks in Toughened. |
Quick Strike |
2 |
ARK Trooper |
add 0 per rank of Quick Strike to combat checks against targets that have not acted yet this encounter |
SWIFT |
1 |
ARK Trooper |
do not suffer usual penalties for moving through difficult terrain |
Conditioned |
1 |
ARK Trooper |
Remove (s) per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and stain suffered from falling by 1 per rank of Conditioned |
DURABLE |
3 |
colossus |
May reduce any Critical Injury suffered by 10 per rank of Durable. |
Heroic Fortitude |
1 |
colossus |
The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Brawn- or Agility-related checks until the end of the encounter. They still suffer from the injury itself. |
suppressing fire |
2 |
clone trooper |
character and allies in short range may spend advantage on failed combat checks once per round to inflict 1 strain per rank of suppressing fire on the target. |
SURGEON |
1 |
SOLDIER MEDIC |
When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon. |
BACTA SPECIALIST |
1 |
SOLDIER MEDIC |
Patients recover 1 additional wound per rank of Bacta Specialist when they recover wounds from bacta tanks or long term care. |
STIMPACK SPECIALIZATION |
2 |
SOLDIER MEDIC |
Stimpacks heal 1 additional wound per rank of Stimpack Specialization. |
STIM APPLICATION |
1 |
SOLDIER MEDIC |
Take the Stim Application action; make a dd Medicine check. If successful, 1 engaged ally increases 1 characteristic by 1 for the encounter and suffers 4 strain. |
IMPROVED STIM APPLICATION |
1 |
SOLDIER MEDIC |
When performing a Stim Application action, may increase the difficulty to ddd, and target only suffers 1 strain. |
IT’S NOT THAT BAD |
1 |
SOLDIER MEDIC |
Once per session when an ally would suffer a Critical Injury, may take an It’s Not That Bad action; make a ddd Medicine check to stop the ally from gaining the Critical Injury |
FORAGER |
1 |
SOLDIER MEDIC |
Remove up to b b from skill checks to find food, water, or shelter. Survival checks to forage take half the time. |
WELL ROUNDED |
1 |
SOLDIER MEDIC |
Choose any 2 skills. They permanently become career skills. (Knowledge: Lore/Lightsaber) |
IT’S NOT THAT BAD |
1 |
SOLDIER MEDIC |
Once per session when an ally would suffer a Critical Injury, may take an It’s Not That Bad action; make a ddd Medicine check to stop the ally from gaining the Critical Injury. |
DODGE |
1 |
SOLDIER MEDIC |
When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number. |
NATURAL DOCTOR |
1 |
SOLDIER MEDIC |
Once per session, may reroll any 1 Medic |
Get the Drop |
1 |
ARK Trooper |
Once per session the character and any number of allies in the encounter may add success equal to the character's ranks in stealth to their checks to determine initiative order. |
ANATOMY LESSONS |
1 |
SOLDIER MEDIC |
After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit. |
Parry |
3 |
Makashi Duelist |
When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) the character may take a Parry incidental. They suffer 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus their ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon. |
Resist Disarm |
1 |
Makashi Duelist |
If the character would be disarmed or their weapon would be damaged or destroyed, they may choose to suffer 2 strain to ignore the effect. |
Makashi Technique |
1 |
Makashi Duelist |
Force talent. When making a check using the Lightsaber skill, the character may use Presence instead of Brawn. |
Intense Presence |
1 |
Makashi Duelist |
The character may spend one Destiny Point to recover strain equal to their Presence rating. |