Threshold | 14 |
Current | 12 |
Threshold | 12 |
Current | 10 |
Ranged | 1 |
Melee | 1 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | X | 1 |
![]() ![]() |
|
Athletics (Br) | 2 |
![]() ![]() ![]() |
||
Charm (Pr) | 0 |
![]() ![]() |
||
Coercion (Will) | 0 |
![]() ![]() |
||
Computers (Int) | 0 |
![]() ![]() |
||
Cool (Pr) | 0 |
![]() ![]() |
||
Coordination (Ag) | 0 |
![]() ![]() ![]() |
||
Deception (Cun) | 0 |
![]() ![]() |
||
Discipline (Will) | 0 |
![]() ![]() |
||
Leadership (Pr) | 0 |
![]() ![]() |
||
Mechanics (Int) | 0 |
![]() ![]() |
||
Medicine (Int) | 0 |
![]() ![]() |
||
Negotiation (Pr) | 0 |
![]() ![]() |
||
Perception (Cun) | X | 1 |
![]() ![]() |
|
Piloting: Planetary (Ag) | 0 |
![]() ![]() ![]() |
||
Piloting: Space (Ag) | 0 |
![]() ![]() ![]() |
||
Resilience (Br) | 0 |
![]() ![]() ![]() |
||
Skulduggery (Cun) | 0 |
![]() ![]() |
||
Stealth (Ag) | X | 1 |
![]() ![]() ![]() |
|
Streetwise (Cun) | 0 |
![]() ![]() |
||
Survival (Cun) | 1 |
![]() ![]() |
||
Vigilance (Will) | 0 |
![]() ![]() |
||
Brawl (Br) | 0 |
![]() ![]() ![]() |
||
Gunnery (Ag) | 0 |
![]() ![]() ![]() |
||
Lightsaber (Br) | 0 |
![]() ![]() ![]() |
||
Melee (Br) | X | 3 |
![]() ![]() ![]() |
|
Ranged: Light (Ag) | X | 3 |
![]() ![]() ![]() |
|
Ranged: Heavy (Ag) | 3 |
![]() ![]() ![]() |
||
Knowledge: Core Worlds (Int) | 0 |
![]() ![]() |
||
Knowledge: Education (Int) | 0 |
![]() ![]() |
||
Knowledge: Lore (Int) | 0 |
![]() ![]() |
||
Knowledge: Outer Rim (Int) | 0 |
![]() ![]() |
||
Knowledge: Underworld (Int) | 0 |
![]() ![]() |
||
Knowledge: Warfare (Int) | 0 |
![]() ![]() |
||
Knowledge: Xenology (Int) | 0 |
![]() ![]() |
1911 Col 45 |
RangeShort |
SkillRanged: Light |
![]() ![]() ![]() |
15 at point blank |
Damage7 |
Critical4 |
|
M1 Garand |
RangeLong |
SkillRanged: Heavy |
![]() ![]() ![]() |
Ranged Med Accurate 1 |
Damage8 |
Critical3 |
|
K Bar combat knife |
RangeEngaged |
SkillMelee |
![]() ![]() ![]() |
Melee light Pierce 1 |
Damage+2 |
Critical3 |
|
Tek Bow |
RangeLong |
SkillRanged: Heavy |
![]() ![]() ![]() |
Pierce 2 |
Damage5 |
Critical4 |
|
Explosive Arrow |
RangeLong |
SkillRanged: Heavy |
![]() ![]() ![]() |
Pierce 2, Blast 5 |
Damage10 |
Critical4 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Focused Fire: | 1 | +2vsGM: if successful add 2 success to damage result | |
RELOADING!: | 1 | roll +dexterity vsGM. Success equals you quickly reload your weapons and it does not consume maneuver. | |
Trap’s set!: | 1 | When rolling initiative before combat: Role dexterity or stealth vs GM. Successful you use a grenade and an improvised trip wire to set an explosive trap. You can trigger the trap any time during that encounter. Fail the grenade is a dud and you lose the grenade. | |
Poor bastard | 1 | When looting bodies roll a D6 results of 4,5,6 equals: You find EITHER a grenade OR morphine. | |
Show me how you do that!: | 1 | MEDIC!: +2vsGM if successful medic can move to injured player without consuming maneuver Medics will not be targeted by enemies until medic attacks. | |
Command: | 1 | +2 vs GM difficulty. If successful adds a blue to all players’ next turn. Must be done at initiative roll if combat. | |
Toughened | 1 | +2 to Wound Threshold | |
Enduring | 1 | The character gains +1 soak value per rank of Enduring. | |
Back to Back | 1 | While the character is wielding a Melee weapon and engaged with one or more allies, also wielding a Melee weapon adds a threat result to all combat checks that target the character or those allies. (If multiple allied characters in the engagement the effects are cumulative.) | |
At My Command | 1 | On Your turn suffer 3 strain to allow the number of allies equal to presence may immediately perform one maneuver. This does not count against the number of maneuvers they may perform in their turn. If there are any questions as to the order in which allies act, the character using At My Command is the final arbiter. | |
Feral Strength | 1 | The character adds 1 damage per rank of Feral Strength to one hit of [their] successful Brawl and Melee attacks. | |
Ambush | 1 | Once per round while benefiting from cover, the character may perform the Ambush maneuver. The character may add additional damage equal to ranks in the Stealth skill to one hit of the next successful combat check with a non-starship/vehicle weapon make against a target within short range before the end of turn. | |
Defensive Training | 1 | When the character wields a Melee weapon, or Brawl weapon, that weapon gains ranks in the Defensive item quality equal to the character's ranks in Defensive Training (this replaces any ranks in Defensive the weapon already has). | |
Hunter's Quarry | 1 |