Add :eB: per rank of Command to Leadership checks. Affected targets add :eB: to Discipline checks for the next 24 hours.
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
Add 1 damage per rank of Point Blank to damage of one hit of successful Ranged (Heavy) or (Light) attacks made while at short range or engaged.
Once per round, as a man- euver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.
May decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Treat thrown weapons as if they had 1 greater range.
Take the Field Commander action; make a :eD: :eD: Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.
Once per session, may re- roll any 1 Ranged (Light) or Ranged (Heavy) check.
Before making a non- thrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.
Field Commander action affects allies equal to double Presence, and may spend :e!: to allow allies to suffer 1 strain to perform 1 action instead.
Gain +1 strain threshold.
Gain +2 wound threshold.
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill.
Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.
Gain +1 to a single charac- teristic. This cannot bring a characteristic above 6.
Career Skills: Athletics Brawl Discipline Melee Piloting (Planetary) Ranged (Light) Resilience Vigilance
Specialization Skills: Discipline Gunnery Leadership Ranged (Heavy)