Physical Training |
1 |
|
This character adds a Bonus Die per rank of Physical Training to his Athletics and Resilience checks. |
Commanding Presence |
2 |
|
The character removes a Setback die per rank of Commanding Presence from his Leadership and Cool checks. |
Ingrained Loyalty |
1 |
|
When the character makes a Leadership check targeting one or more clones, they may change the result on a red die to any non-blank face. |
Clanker Killer |
1 |
|
Before rolling a combat check that targets a droid, remove blue die up to the character's rank in Clanker Killer from the pool and add an equal number of success or advantage to the results. |
Improved Formation Tactics |
1 |
|
Make an Average Leadership check. If successful, choose a number of allies within short range equal to success. Upgrade the difficult of attacks against these allies once until end of character's next turn. May spend a Triumph or 6 advantage to have effect until end of encounter. |
Tactical Planning |
1 |
|
Twice per session, the character may substitute a Knowledge (Warfare) skill check for another skill check. |
At Any Cost |
1 |
|
May suffer a Critical Injury to reroll a Leadership or combat check. At the GM's discretion, may sacrifice an item or individual of personal significance instead. |
Practiced Strategist |
1 |
|
Once per session, make an opposed Knowledge (Warfare check) against a leader of enemy forces to gain a narrative advantage. |
Unmatched Teamwork |
1 |
46 |
Twice per session as an incidental, the character may spend 2 Destiny Points to activate Unmatched Teamwork. Until the end of the encounter, the character may assist another character as an incidental [instead of a maneuver] once per round. May add success or remove black die instead. |
Toughened |
1 |
|
Gain +2 wound threshold. |