Physical Training |
1 |
|
Add 1 boost die per rank to all Athletics and Resilience Checks |
Grit |
2 |
|
+1 Strain threshold |
Command |
2 |
|
Add 1 boost die per rank of Command to all Leadership checks. Affected targets add 1 boost die to all Discipline checks for the next 24 hours. |
Prime Positions |
2 |
|
When this character or an ally in Short range takes cover, he increases Soak against ranged attacks by 1 per rank of Prime Positions until he leaves that cover. |
Tactical Advance |
1 |
|
The character may suffer 2 Strain to make the Tactical Advance incidental. Until the end of the character's next turn the character and allies within Short range may leave cover and continue to receive its benefits. |
Improved Tactical Advance |
1 |
|
The character may spend 2 advantage from any check they make or 2 threat from a combat check targeting them to make the Tactical Advance incidental (instead of suffering Strain). |
Coordinated Assault |
2 |
|
Perform a Coordinated Assault maneuver to add advantage to combat checks for a number of Engaged allies equal to Leadership until the beginning of the next turn. Increase range per rank. |
First Among Brothers |
2 |
|
When the character makes a check that does not generate any threat, the check gains advantage equal to ranks in First Among Brothers. The character may only spend the additional advantage to affect allied clones. |
Clanker Killer |
1 |
|
Before rolling a combat check against a droid, remove boost dice up to ranks in Clanker Killer from the pool, and add an equal number of success or advantage to the results. |