Remove :eK: per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.
Remove :eK: per rank of Commanding Presence from all Leadership and Cool checks.
Gain +2 Wound Threshold.
Once per round, as a maneuver, suffer Strain up to ranks in Side Step to upgrade the difficulty of all incoming ranged attacks made by that number for the next round.
May decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Once per round, draw or holster a weapon or accessible item as an incidental.
Do not suffer usual penalties for moving through difficult terrain.
Once per session, may re-roll any one Resilience or Survival check.
Once per round, as a maneuver, guard an Engaged ally. Suffer Strain up to ranks in Body Guard to upgrade the difficulty of attacks against that ally by that number until the start of next turn.
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 a free maneuver.
Perform the Coordinated Assault maneuver to add :e^: to combat checks for a number of Engaged allies equal to Leadership until the beginning of the next turn. Increase range per rank.
Once per session, may re-roll any one Cool or Leadership check.
The 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 to a single characteristic. This cannot bring a characteristic above 6.
Career skills: Cool, Discipline. Perception, Coercion, Leadership, Vigilance, Knowledge (Warfare), Ranged (Light)
Spec skills: Discipline, Leadership, Brawl, Ranged (Heavy)