Flight |
1 |
|
Can move on the vertical axis and ignore any penalties for terrain. |
The Bigger They Are |
1 |
|
Once per game session as an action, the character may spend 1 Destiny Point, nominate one vehicle, starship, or living creature of Silhouette 4 or smaller that he can see, and make a (PP) (Warfare), (Survival), (Athletics) check. If he succeeds, for the next 5 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. May spend one Destiny Point to select a new target once the first has died. |
Unmatched Protection |
1 |
|
Once per session, as an incidental, Spend 1 Destiny Point. After suffering a hit and determining damage. Half the damage dealt +2 (rounded up) before applying Soak. This ability is active for 6 rounds. Increase soak by 1. When an engaged ally is hit you may be hit instead |
Rapid Reaction |
8 |
|
Suffer 8 Strain to add an equal number of success results to any Vigilance or Cool check to determine initiative order. |
Get The Drop |
1 |
|
Once per session, the character and any number of allies in the current encounter may add success results equal to the character’s ranks in Stealth to a check to determine initiative order. |
Natural Hunter |
1 |
|
Once per session, The character may reroll any one Perception or Vigilance check |
Lethal Blows |
15 |
|
150 crit |
Vicious |
5 |
|
50 crit |
Quick Strike |
7 |
|
add 7 B |
Prey On The Weak |
4 |
|
+4 Damage to Disoriented Targets. |
Point Blank |
10 |
|
Add +10 Damage using Ranged (H,L) at short range. |
Creative Killer |
1 |
|
Reduce the critical rating of all improvised weapons he is wielding by 2 to a minimum of 1. |
Steady Aim |
1 |
|
The character does not lose the benefits of the Aim manoeuvre if they perform other manoeuvres or actions. |
Combat Veteran |
6 |
|
Adds 6 (B) to brawl and Discipline checks. |
Powerful Blast |
9 |
|
Adds 9 damage to Blast. |
Persistent Targeting |
1 |
|
After landing a successful combat check add (B) to the same target. |
Momentum |
1 |
|
When making a melee attack, the character deals additional damage equal to the number of range bands they moved during the current round. |
Multiple Opponents |
1 |
|
Add (B) to Brawl, Melee and Lightsaber combat checks when engaged with multiple opponents. |
Feral Strength |
7 |
|
Add plus 7 damage to a successful hit of Brawl or Melee. |
Disorient |
4 |
|
Spend 2 Adv to disorient the foe. Add (S) for four rounds. |
Burly |
7 |
|
The character reduces any wielded or carried weapons cumbersome and encumbrance rating by 7 to a minimum or 1. |
Moving Targe |
1 |
|
If the character has already acted this round, increase ranged defence by 1. |
Suppressing Fire |
2 |
|
The character and each ally within Short range may spend an Adv result on their failed combat checks toinflict 1 strain on 2 respective targets. Each character can only activate this effect once per round. |
Deadly Accuracy |
7 |
|
Add additional damage to one hit of a successful attack. (Brawl 5) (Melee 5) (Ranged H 5) (Ranged L 5) (Gunnery 5) (Lightsaber 2) |
Knockdown |
1 |
|
Spend Tri to knock the character Prone. |
Master Grenadier |
1 |
|
Decrease the Adv to activate the Blast Quality on any weapon by 1 to a minimum of 1. |
Strong Arm |
1 |
|
The character can throw weapons one step greater range, to a maximum of medium range. |
Spare Clip |
1 |
|
Does not run out of ammo with a Despair result. Items with Limited Ammo quality run out of ammo as normal. |
Barrage |
6 |
|
Add 6 damage to one hit of successful Ranged (Heavy) or Gunnery at long or extreme range. |
Blind Spot |
1 |
|
The character and allies within short range adds an automatic advantage result to combat checks they make while benefiting from cover |
Iron Body |
2 |
|
Removes (SS) from Coordination and Resilience checks. The Critical rating of unarmed attacks is reduced by 2 to a minimum of 1. |
Overbalance |
1 |
|
Whenever an enemy engaged with the character makes a combat check, after the attack is resolved, the character may spend a despair or 3 Threat results to Stagger the attacker until the end of the attackers next turn. |
Call ‘Em |
1 |
|
Do not add any setback dice to combat checks due to the use of the Aim manoeuvre |
Sorry About The Mess |
1 |
|
Decrease the critical rating of any non-starship weapon they wield by 1 against targets that have not yet acted this encounter. |
Spit Fire |
1 |
|
After the character makes a successful combined check with two ranged (Light weapons, each additional hit generated as part of the attack can be allocated to any other target within range of the weapon. |