Name |
Rank |
Activation |
Acquisition |
Description |
Brace |
1 |
Maneuver |
Gunner |
Remove from environmental effects per rank from the next action. |
Call 'em |
NA |
NA |
Gunslinger |
Do not add to combat checks due to the use of the Aim maneuver. |
Crippling Blow |
NA |
Incidental |
Sharpshooter |
your next combat check. If check deals damage, target suffers 1 strain whenever they move for the rest of the encounter. |
Deadly Accuracy |
2 |
Passive |
Sharpshooter |
Add damage equal to ranks in that skill to one hit per successful attack using that skill. Skills: Gunnery, Ranged (Heavy) |
Debilitating Shot |
NA |
Incidental |
Gunner |
Upon successful attack with a starship or vehicle weapon, may spend to reduce the maximum speed of the target by 1 until the end of the next round. |
Dedication |
2 |
Passive |
Sharpshooter, Gunner, Recruit |
Agility +3 |
Droid |
NA |
NA |
Species |
Does not need to eat, sleep, or breathe, and is unaffected by toxins and poisons. Cybernetic implant cap of 6. Healing through the Mechanic skill. Can never be Force sensitive or affected by mind-altering Force powers. Begins with one rank in the Enduring talent. |
Durable |
2 |
Passive |
Gunner |
May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1. |
Enduring |
4 |
Passive |
Droid, Gunner x2, Recruit |
Gain +1 Soak per rank. |
Grit |
5 |
Passive |
Gunslinger x2, Sharpshooter, Recruit x2 |
+1 Strain threshold. |
Jump Up |
NA |
Incidental |
Recruit |
Once per round, may stand from seated or prone as an incidental. |
Jury Rigged |
2 |
Passive |
Gunner x2 |
Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use. |
Lethal Blows |
3 |
Passive |
Gunslinger, Sharpshooter |
Add +10 per rank to any Critical Injury results inflicted on opponents. |
Natural Marksman |
NA |
Incidental |
Sharpshooter |
Once per session, may reroll any 1 Ranged (Light) or (Heavy) check. |
Overwhelm Defenses |
1 |
Incidental |
Gunner |
Upon successful attack with a starship or vehicle weapon, may spend per rank to reduce the defense in the targeted zone by 1. |
Quick Draw |
NA |
Incidental |
Gunslinger |
Once per round, draw or holster a weapon or accessible item as an incidental. |
Quick Draw (Improved) |
NA |
Passive |
Gunslinger |
May use Quick Draw twice per round. |
Quick Strike |
3 |
Passive |
Gunslinger x2, Threat Monitor |
Add to combat checks against targets that have not yet acted this encounter. |
Second Wind |
1 |
Incidental |
Recruit |
Once per encounter, heal strain equal to ranks in Second Wind. |
Sniper Shot |
2 |
Maneuver |
Sharpshooter |
Before making a non-thrown ranged attack, may perform a Sniper Shot maneuver to increase the weapon's range by 1 per rank. Upgrade the difficulty of the attack by 1 per range band increase. |
Spare Clip |
NA |
Passive |
Gunner |
Cannot run out of ammo due to . Items with the Limited Ammo quality run out of ammo as normal. |
Tactical Combat Training |
NA |
Passive |
Recruit |
Melee and Ranged (Heavy) become career skills. |
Toughened |
7 |
Passive |
Gunner x2, Sharpshooter, Recruit x3, Heavy |
Gain +2 wound threshold. |
True Aim |
4 |
Maneuver |
Sharpshooter x2, Gunner x2 |
Once per round, before making a ranged attack, may perform a True Aim maneuver. Gain all the benefits of aiming and also upgrades the attack roll once per rank. |
Vehicle Combat Training |
NA |
Passive |
Recruit |
Gunnery and Piloting (Planetary) become career skills. |