Name | Type | Description | Effects |
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Daring | Talent | "Leap before you look" is your personal credo. Fortunately, you're usually fast enough or lucky enough to get away with it. Usually. | Gain +2 with initiative checks. Gain +2 with all action die results. |
Recruit | Speciality | A military career has taught you a lot about discipline, honour, and duty. | Gain Officer. Gain Handgun and Rifle proficiencies. Gain +2 when using suppressive fire action. |
Cadre | Captain | Your leadership inspires your team to excellence. | Once per scene you may temporarily grant your team mates 1 of your Basic Combat feats until the end of the scene. |
Wily | Tactician | | Once per round you may spend 1 action dice to take a Joint or Refresh action as a free action. |
Master and Commander | Captain | You've proven your worth on the front line and in the seat of command. | Gain Bushwhack Basics and your maximum tactics increases to 9. |
Battle Planning | Captain | You never enter battle unprepared. | You begin combat with 1 battle plans active, you may active a new plan as a full action. The plan grants a +2 bonus to you and all that can see you. Plans are listed in combat section. |
Take Command | Captain | Vehicles and animals recognise your authority. | Choose one vehicle or mount to be familiar, that vehicle gets a +1 Defence bonus, saves, initiative and all skills checks relating to it. |
Tactical Advantage | Basic Combat | You're a veteran of way too many one-sided engagements. | You and each of your teammates count as 2 characters when determining numerical advantage. The difficulty of any joint action decreases by 10. You may lead a joint action as a half action. |
Bushwhack Basics | Terrain | There's no better way to start a fight than with a nasty suprise. | When you or any of your teammates benefit from a successful ambush, the benefits apply for the first 3 rounds of combat. You must posses numerical advantage to use this feat. |
Fireteam Basics | Basic Combat | Your friends always have your back. | Once per round, you may take a cover fire action as a free action. You must posses numerical advantage to use this feat. |
Fireteam Mastery | Basic Combat | You always watch out for your own. | Once per round, you may make a Medicine/Stabilize check as a free action. Further if you successfully leave combat, each of your injured or dead team mates is automatically brought with you. |
Surge of Speed | Basic Combat | You can really pour it on under pressure. | 4 times per session, you gain 1-additional non-attack half action. |
Armour Basics | Basic Combat | You've trained with body armour and are quite comfortable in it, even during combat. | Whilst wearing armour your DR increases by 1, your ACP reduces by 1 and your movement is unrestricted. |
Officer | Skill | You say "jump!" They say "How high, sir?". | You gain a +2 bonus with Intimidation and Tactics. Your threat range with these skills increases to 19-20. |
Personal Lieutenant | Style | You have a right hand man you trust with your life. | Your personal lieutenant, Grim Ewvald, is an NPC you control. He's not quite as powerful as you but is still useful nonetheless. |
Stratagem | Tactician | You know how to make the most out of your team. | All of your team that can see or hear you gain +1 initiative. |
Each round may take 2 half actions or one full action.
4 times per session may take additional non-attack action.
Action | Time | Error | Effect |
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Standard Attack | Half | 0 | 1 attack against 1 target |
Three round Burst | Half | +2 | -2 to hit; on hit 1 damage roll, +1 damange roll per 5 over target. (max 3). |
Autofire | Full | +2 | -1 to hit per volley; on hit 1 damage roll + 1 roll per 4 over target number. (Max volley). |
Cover Fire | Full (one free per turn) | 0 | 1 opponent makes Will 14 save, or suffer -4 to attack / skill checks for 1 round. |
Suppressive Fire | Full | +1 | 1 attack at -3 per opponent that moves through target square; Regardless of hits all targets are at -4 to all rolls for remainder of round. |
Non Attack Actions | | |
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Aim | Half | 0 | +1 to hit against specified target. |
Anticipate | Half | 0 | Sense motive vs BAB, gain +2 defence vs targets attacks. |
Brace | Half | 0 | +1 to attacks; -4 to reflex saves. |
Refresh | Full | 0 | Gain 1 action dice worth of Vitality and 2 Wounds |
Total Defense | Full | 0 | 1 movement; +4 Defense |
Fight Defensively | Full | 0 | -4 to attack and skill checks; +2 Defence |