Soldiers combine discipline with martial skills to become the best pure warriors in the galaxy. Soldiers can be stalwart defenders of those in need, cruel marauders, or brave adventurers. They can be hired guns, noble champions, or cold-hearted killers. They fight for glory, for honor, to right wrongs, to gain power, to acquire wealth, or simply for the thrill of battle.
EXPLOITS
Many soldiers see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves; others seek to use their muscle to carve their own place of importance in the galaxy. Whatever their initial motivation, most soldiers wind up living for the thrill of combat and the excitement of adventure. Adventuring soldiers call themselves guards, bodyguards, champions, enforcers, mercenaries, warriors, soldiers of fortune, or simply adventurers.
CHARACTERISTICS
Soldiers have the best all-around fighting abilities, and an individual soldier develops styles and techniques that set him apart from his peers. A given soldier might be especially capable with certain weapons, another trained to execute specific combat maneuvers. As soldiers gain experience, they get more opportunities to develop their fighting skills.
BACKGROUND
Most soldiers come to the profession after receiving at least some amount of formal training from a military organization, local militia, or private army. Some attend formal academies; others are self-taught arid well tested. A solider may have taken up his weapon to escape a mundane life. Another may be following a proud family tradition. Soldiers in a particular unit share a certain camaraderie, but most have nothing in common except battle prowess and the desire to apply it to a given situation.
GAME RULE INFORMATION
Soldiers have the following game statistics.
Abilities
Since most combat nowadays uses ranged weapons, Dexterity is the soldier’s most Important ability score, followed closely by Constitution and Strength. Don’t underestimate the Importance of Intelligence and Wisdom, however, since many of a soldier’s useful skills are based on these abilities.
Hit Points
Soldiers begin play at 1st level with a number of hit points equal to 30 + their Constitution modifier. At each level after 1st, soldiers gain 1d10 hit points + their Constitution modifier.
Hero Points
Soldiers gain a number of Hero Points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Hero Points left over from previous levels are lost.
Base Level | Attack Bonus | Class Features |
1st | +1 | Defense Bonuses, Starting Feats, Talent |
2nd | +2 | Bonus Feat |
3rd | +3 | Talent |
4th | +4 | Bonus Feat |
5th | +5 | Talent |
6th | +6 | Bonus Feat |
7th | +7 | Talent |
8th | +8 | Bonus Feat |
9th | +9 | Talent |
10th | +10 | Bonus Feat |
11th | +11 | Talent |
12th | +12 | Bonus Feat |
13th | +13 | Talent |
14th | +14 | Bonus Feat |
15th | +15 | Talent |
16th | +16 | Bonus Feat |
17th | +17 | Talent |
18th | +18 | Bonus Feat |
19th | +19 | Talent |
20th | +20 | Bonus Feat |
Class Skills (Trained in 4+INT Modifier): Climb, Endurance, Initiative, Jump, Knowledge (tactics), Mechanics, Perception, Pilot, Swim, Treat Injury, Use Computer
Class Features
All of the following are features of the soldier class.
Defense Bonuses
At 1st level, you gain a +1 class bonus to your Reflex Defense and a +2 class bonus to Fortitude Defense.
Starting Feats
You begin play with the following feats:
- Armor Proficiency (light)
- Armor Proficiency (medium)
- Weapon Proficiency (pistols)
- Weapon Proficiency (rifles)
- Weapon Proficiency (simple weapons)
Talents
At 1st level and every odd-numbered level thereafter 3rd, 5th, 7th. etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.
AMBUSHER TALENT TREE
- Ambush Specialist: If you are not surprised on the first round of combat in an encounter, you can treat the first round of combat as if it were the surprise round for the purposes of talents and feats that trigger only during the surprise round. Additionally, during the surprise round as a free action you can designate a target as your prime target. You gain a +2 morale bonus to attack rolls against your prime target until the end of the encounter.
- Destructive Ambusher: After you designate a prime target, you deal +1 die of damage on attacks against the prime target until the end of the encounter.
- Prerequisite: Ambush Specialist.
- Keep It Going: If you reduce your prime target to 0 hit points, as a free action you can designate another target within your line of sight as your new prime target. This new target remains your prime target until the end of the encounter.
- Prerequisite: Ambush Specialist.
- Keep Them Reeling: Once per turn as a swift action, you can make an Initiative check, opposed by the Initiative check of your prime target. If your check result equals or exceeds your prime target’s check result, your target is flat-footed against all attacks you make before the end of your turn.
- Prerequisite: Ambush Specialist.
- Perceptive Ambusher: You gain a +5 circumstance bonus to Perception checks against your prime target until the end of the encounter.
- Prerequisite: Ambush Specialist.
- Spring the Trap: If you and all your allies roll higher Initiative checks to start combat than do all your opponents, you automatically gain a surprise round, even if the opponents are aware of you when combat begins.
ARMOR SPECIALIST TALENT TREE
You can maximize the benefits of wearing armor while reducing or eliminating some of its drawbacks.
- Armor Mastery: The maximum Dexterity bonus of your armor improves by +1. You must be proficient with the armor you are wearing to gain this benefit.
- Prerequisite: Armored Defense.
- Armored Defense: When calculating your Reflex Defense, you may add either your heroic level or your armor bonus. whichever is higher. You must be proficient with the armor you are nearing to gain this benefit.
- Improved Armored Defense: When calculating your Reflex Defense, you may add your heroic level plus one-half your armor bonus (rounded down) or your armor bonus, whichever is higher. You must be proficient with the armor you are wearing to gain this benefit.
- Prerequisite: Armored Defense.
- Juggernaut: Your armor does not reduce your speed or the distance you can move while running. You must be proficient with the armor you are wearing to gain this benefit.
- Prerequisite: Armored Defense.
- Second Skin: When wearing armor with which you are proficient, your armor bonus to your Reflex Defense and equipment bonus to your Fortitude Defense increase by +1.
- Prerequisite: Armored Defense.
ASSAULT TRAINING TALENT TREE
Given the military realities of the galaxy, often small units of highly trained individuals can have a greater impact than massed troops. In order to ensure that they always have those sorts of individuals available, modern militaries select particularly talented soldiers to undergo additional training.
- Heavy Gunner: When using an autofire-only weapon, you may brace it using only one Swift action. Additionally, you may use your Strength modifier instead of your Dexterity modifier when making ranged attacks with weapons in the Heavy Weapons proficiency group.
- Prerequisites: Weapon Proficiency (Heavy Weapons)
- Grenadier: You may reroll any attack roll you make with a grenade, whether thrown or propelled by a grenade launcher. The range increments for all of your attacks with grenades also extend by two squares.
- Improved Heavy Gunner: Whenever you take the Full Attack action with an autofire-only weapon, that weapon is considered braced until the end of your turn.
- Prerequisites: Heavy Gunner
- Close Combat: Enemies you threaten provoke Attacks of Opportunity from you when making ranged attacks.
- Prerequisites: Martial Arts I
- Improved Autofire: When making autofire attacks, you may choose an area that is 1 square by 4 squares. Alternatively, you may choose to target an area that is 3 squares by 3 squares.
- Prerequisites: Weapon Proficiency (Heavy Weapons)
- Vanguard: Whenever an opponent makes a ranged attack against you in the Surprise Round, you may make an immediate attack against them as a reaction. This ability triggers only once per round, and only if you are not flat footed.
- Prerequisites: Point Blank Shot, Skill Focus (Initiative)
BRAWLER TALENT TREE
You like to get up close and personal with your enemies and engage them in melee combat.
- Bayonet Master: When you take a full attack action, you can treat a ranged weapon with a bayonet as a double melee weapon. You can attack with the bayonet and club a target with your ranged weapon (as with the Gun Club talent), ignoring the normal penalties for attacking with both ends of a double weapon.
- Prerequisite: Gun Club.
- Cantina Brawler: While flanked, you gain a +2 bonus on unarmed attack rolls and damage rolls.
- Counterpunch: When you fight defensively, any adjacent creature that attacks you provokes an attack of opportunity from you.
- Crowd Control: You can grab two adjacent creatures at a time.
- Prerequisite: Entangler.
- Devastating Melee Smash: Once per encounter, you can attempt a devastating melee smash. You must declare this special melee attack before making the attack roll. If the attack roll succeeds add half your level to the damage instead of the normal +1 for Melee Smash. The damage from this talent does not stack with any damage bonus provided by the Powerful Charge feat.
- Prerequisite: Melee Smash
- Disarm and Engage: When you successfully disarm an opponent, you can make an immediate free attack with the disarmed weapon at a -5 penalty. If you are not proficient with the weapon, you take the penalty for non proficiency as well.
- Entangler: When grabbing a target, you take a -2 penalty to your attack roll (instead of the normal -5 penalty). Until the target breaks the grab, it takes a -5 penalty to attack rolls, including those made with natural and light weapons (instead of the normal -2 penalty).
- Experienced Brawler: You know how to fight when the odds are against you. You can use each of the following actions as a standard action once per encounter:
- Avoid Attack: Make a single melee attack against an opponent within your reach. Until the beginning of your next turn, you gain a +5 dodge bonus to Reflex Defense against a single attack as a reaction.
- Fortified Mind: Make a single melee attack against an opponent within your reach. Until the beginning of your next turn, you gain a +5 bonus to Fortitude or Will Defense against a single attack as a reaction.
- Focused Stance: Make a single melee attack against an opponent within your reach. At any time until the beginning of your next turn, as a reaction, you can move up to 2 squares. This movement does not provoke attacks of opportunity.
- Prerequisite: Melee Smash, Stunning Strike.
- Expert Grappler: You gain a +2 competence bonus on grapple attacks.
- Grabber: You do not take a -5 penalty when using the grab action.
- Gun Club: You can use a ranged weapon as a melee weapon without taking a penalty on your attack roll. (Normally you take a -5 penalty on attack rolls made with an improvised weapons.) The weapon is otherwise treated as a club in all respects. If you are using a rifle with a mounted bayonet or vibrobayonet, you may wield that weapon as a double weapon. The bayonet or vibrobayonet end is treated normally, and the other end is treated as a club.
- Hammerblow: If you are unarmed and holding no items, you double your Strength bonus on unarmed attack rolls.
- Make Do: When fighting with an improvised weapon, you take no penalty on your attack rolls.
- Man Down: Whenever an ally within 6 squares of you is reduced to 0 hit points, you can immediately move up to your speed toward that ally as a reaction. This movement does not provoke attacks of opportunity.
- Melee Smash: You deal +1 point of damage with melee attacks.
- Pick a Fight: During the surprise round, you and all allies within 6 squares of you gain a +1 morale bonus on attack rolls. Additionally, until the end of the encounter, you retain this bonus to attack rolls against any target you or your allies damage during the surprise round.
- Prerequisite: Cantina Brawler.
- Reverse Strength: You know how to use an opponent’s strength against it. Whenever you successfully grapple an opponent, you deal damage equal to the opponent’s Strength modifier (minimum 1 point).
- Strong Grab: When you successfully grab an opponent, they must use a full-round action instead of a standard action to break the grab.
- Stunning Strike: When you damage an opponent with a melee attack, your opponent moves an additional -1 step along the condition track if your damage roll result equals or exceeds the target’s damage threshold.
- Prerequisite: Melee Smash.
- Sucker Punch: When your melee attack damages an opponent that is denied its Dexterity bonus to Reflex Defense, that opponent cannot take attacks of opportunity until the end of its next turn.
- Unbalance Opponent: You are skilled at keeping your opponents off balance in melee combat. During your action, you designate an opponent no more than one size category larger or smaller than you. That opponent doesn’t get to add his Strength bonus on attack rolls when targeting you. (If the opponent has a Strength penalty, he still suffers that penalty.) The opponent’s Strength modifier applies to damage, as usual. You can select a new opponent on your next turn.
- Prerequisite: Expert Grappler.
- Unrelenting Assault: You launch yourself at your foe, attacking with weapons, limbs, and anything else available. Whenever you miss with a melee attack or the attack is negated, you still deal your Strength bonus in damage to the target (minimum 1) or 2 x your Strength bonus if your attack with a weapon you are wielding two-handed.
- Prerequisite: Melee Smash.
BRUTE SQUAD TALENT TREE
Your brutal fighting techniques give you an upper hand when operating in small groups.
- Gang Leader: Once per encounter, when you make a Persuasion check to intimidate, you gain a +1 bonus on the check for every ally within 6 squares of you and in the target’s line of sight (maximum +5 bonus).
- Melee Assault: When you make a melee attack against a target that has one or more of your allies adjacent to it, compare the result to the target’s Fortitude Defense as well as its Reflex Defense. If the attack hits both defenses, the attack deals +1 die of damage and the target is knocked prone.
- Melee Brute: When you make a melee attack against a target that has one or more of your allies adjacent to it. compare the result to the target’s Fortitude Defense as well as its Reflex Defense. If the attack hits both defenses, the target’s speed is reduced by 2 squares and it takes a -2 penalty to its Reflex Defense until the end of your next turn.
- Melee Opportunist: Once per encounter, when an ally makes a successful melee attack against a target adjacent to you, you can make a melee attack against that target as a reaction, with a +2 bonus on the attack roll.
- Squad Brutality: When you succeed on a melee attack against a target that has one or more of your allies adjacent to it, you may reroll your damage roll, taking the better result.
- Squad Superiority: Whenever you and at least two allies are adjacent to the same target, that target is considered flat-footed against you.
COMMANDO TALENT TREE
You use advanced combat tactics to take down enemies quickly, shield your comrades, and endure whatever challenges are thrown your way.
- Battle Analysis: As a swift action, you can make a DC 15 Knowledge (tactics) check. If the check succeeds, you know which allies and opponents in you line of sight are reduced to at least half of their maximum total hit points. While onboard a vehicle, if you succeed at both a DC 15 Knowledge (tactics) check and a DC 15 Use Computer check, you may use this talent to determine what vehicles are reduced to at least half their maximum hit points.
- Cover Fire: When you make a ranged attack with a pistol or rifle, all allies within 6 squares of you when the attack is made gain a +6 bonus to Reflex Defense until the start of your next turn. Allies within range don’t need to be within your line of sight to gain the bonus.
- Prerequisite: Battle Analysis.
- Coordinated Effort: When you use the aid another action to grant a bonus on attack rolls, if you are aiding the target of your Dedicated Protector talent that ally also gains a +2 bonus to damage rolls on the attack you aided.
- Prerequisite: Dedicated Protector.
- Dedicated Guardian: You can use each of the following actions once per encounter:
- Blast Shield: Spend a swift action. Until the end of your next turn, the ally who is under the effects of your Dedicated Protector talent is treated as having the Evasion talent for the purposes of determining damage from an area attack. If the ally already has Evasion, the damage from a successful area attack is reduced by 1 die.
- Take the Pain: Whenever your Dedicated Protector target would move down the condition track, you can, as a reaction, choose to move the same number of steps down the condition track instead (preventing the ally from moving down the track).
- Team Effort: Spend a swift action. Until the end of your next turn, while you are adjacent to your Dedicated Protector target, any enemy that is adjacent to you and to that ally is considered flanked.
- Prerequisites: Dedicated Protector, Harm’s Way.
- Dedicated Protector: Once per encounter, you can designate one ally within 6 squares of you. Until the end of the encounter, that ally gains a + 1 morale bonus to Reflex Defense as long as it remains adjacent to you. Any individual can only be the target of this talent once per encounter.
- Prerequisite: Harm’s Way.
- Defensive Position: Whenever you have the benefit of cover (see pages 157-158 SECR), you can spend two swift actions to treat it as improved cover until the start of your next turn.
- Prerequisite: Battle Analysis.
- Demolitionist: When you use the Mechanics skill to place an explosive device, the explosion deals +2 dice of damage. You may take this talent multiple times; its effects stack.
- Draw Fire: You can distract opponents and convince them that you’re the most tempting (or most dangerous) target in an area. As a swift action, make a Persuasion check and compare the result to the Will Defense of all opponents within line of sight. If the check result exceeds an opponent’s Will Defense, that opponent cannot attack any character within 6 squares of you until the start of your next turn as long as you do not have cover against that opponent. (The affected opponent may still attack you, however.) If you are the pilot of a vehicle, you may use this talent to protect allied vehicles. You may use it to protect vehicles no more than one size category larger than your own.
- Hard Target: You can catch a second wind as a reaction instead of as a swift action.
- Prerequisite: Tough as Nails.
- Harm’s Way: Once per round, you may spend a swift action to shield a single adjacent ally from attacks, taking the damage and suffering the ill effects in your ally’s stead. Until the start of your next turn, any attack made against the protected ally affects you instead. You may elect not to shield your protected ally against a given attack, provided the decision is made before the attack roll is made. If you are the pilot of a vehicle, you may use this talent to protect allied vehicles. You may use it to protect vehicles no more than one size category larger than your own.
- Prerequisite: Trained in the Initiative skill
- Indomitable: Once per day as a swift action, you can move +5 steps on the condition track (see Conditions. page 148 SECR). This does not remove any persistent conditions that may be affecting you. You can select this talent multiple times. Each time you select this talent, you can use it one additional time per day.
- Keep Them at Bay: When you use the aid another action to suppress an enemy, that enemy takes a -5 penalty on its next attack instead of the normal -2 penalty. Only 1 character may gain the benefit of this talent against a given target at a time.
- Out of Harm’s Way: As a reaction, when you use Harm’s Way (which still requires a swift action to activate), you can move into the square of the ally you are protecting, and move the ally to any legal square adjacent to you. This movement does not provoke an attack of opportunity.
- Prerequisites: Harm’s Way, trained in the Initiative skill.
- Tough as Nails: You can catch a second wind one extra time per day (see Second Wind, page 146 SECR). If you have this talent and the Extra Second Wind feat, you can catch your second wind a total of three times per day.
HEALER TALENT TREE
You have a knack for keeping people alive when they otherwise wouldn’t be.
- Medic: Whenever you make a Treat Injury check, you may re-roll that check. You must use the result of the re-roll, even if it is lower.
- Healing Knack: Whenever you make a Treat Injury or Magery check to administer first aid to another character, you may add one half of your heroic levels to the number of hit points that character recovers.
- Prerequisites: Treat Injury as a Trained Skill
- Improved Vital Transfer: When using the Vital Transfer spell on another character, you are considered to have spent a Hero Point to avoid taking damage yourself.
- Prerequisites: Magery as a trained skill, Lay on Hands
- Battlefield Medic: You may take 10 on Treat Injury or Magery checks to heal characters or use the Vital Transfer spell, even when you are in danger or under stressful conditions.
- Prerequisites: Medic
- Improved Healing: Whenever you make a successful Treat Injury or Magery check (including using the Vital Transfer spell) to move yourself or an ally up the condition track, that character moves an extra step. This healing may not put that character above the first level of the condition track. In addition, if you fail the character you are attempting to heal does not lose any additional hit points or move down the condition chart as a result.
- Prerequisites: Healing Knack
MERCENARY TALENT TREE
Mercenaries are guns-for-hire who sell their services to the highest bidder. Though money might motivate them, few types of soldiers are more capable of operating independently.
- Combined Fire: You gain a +2 bonus to damage rolls on attacks against targets that have been damaged by an ally since the end of your last turn.
- Prerequisite: Coordinated Attack feat.
- Commanding Presence: Once per encounter, you can activate this talent as a swift action. Until the end of the encounter, all your enemies within 6 squares of you take a – 2 penalty to their Will Defense. This is a mind-affecting fear effect. Additionally, Persuasion is now considered a class skill for you.
- Dirty Fighting: Once per encounter, if you successfully damage an opponent with a melee or ranged attack, you reduce the target’s damage threshold by 2 for the remainder of the encounter.
- Feared Warrior: Your abilities on the battlefield are well known and feared. When you reduce an enemy to 0 hit points with an attack, you can make a Persuasion check as a free action against all targets within 6 squares. If your Persuasion check exceeds a target’s Will defense, that target takes a -2 penalty on attack rolls for the remainder of the encounter. This talent affects any given target only once per encounter. This is a mind-affecting fear effect.
- Prerequisite: Commanding Presence.
- Focused Warrior: Your training makes you confident and disciplined in combat. When you successfully deal damage to an opponent in combat, you gain a +5 morale bonus to Will Defense until the start of your next turn. You lose this bonus to Will Defense if you are surprised or flat-footed for any reason.
- Mercenary’s Determination: As a free action, on your turn, you can spend a Hero Point to double your speed for 1 round. You must wait 5 rounds between each use of this ability.
- Prerequisite: Mercenary’s Grit.
- Mercenary’s Grit: When you are affected by any debilitating condition, you can convert the condition’s modifier from a penalty to a bonus for 1 round as a swift action. At the end of your next turn, move -1 step along the condition track.
- Mercenary’s Teamwork: You gain a +2 bonus to damage rolls (to a maximum of +10) for each ally that has damaged your target since the end of your last turn.
- Prerequisites: Combined Fire, Coordinated Attack feat.
- Ruthless: When you deal damage to a target with a melee or ranged attack roll that exceeds the target’s damage threshold, you gain a +2 bonus on damage rolls against that target for the remainder of the encounter.
- Prerequisite: Dirty Fighting.
ROCKET JUMPER TALENT TREE
You are an expert in the use of jet packs. You can use this form of transport to perform specialized aerial assaults and maneuvers.
- Burning Assault: As a standard action you can expend one of your jet pack’s charges to make an attack with the jet pack, treating it as a flame thrower. You cannot use this talent when you are flying. You are considered proficient in the flame thrower for the purpose of making this attack.
- Prerequisite: Jet Pack Training.
- Elevated Attack: On any turn you spend Swift action to activate your jet pack, you gain a +5 bonus to your attack rolls with ranged weapons. Activating a jet pack as a free action via Jet Pack Training does not grant you the bonus.
- Prerequisites: Pilot as a trained skill
- Improved Trajectory: You always use the proper trajectories to maximize efficiency of your rocket-pack burn rates. You increase your fly speed by 2 squares when using a jet pack.
- Prerequisite: Jet Pack Training.
- Jet Pack Training: You can activate a jet pack as a free action on your turn. You need not make Pilot checks to land safely with a jet pack.
- Jet Pack Withdraw: Once per encounter, as a reaction when an opponent moves adjacent to you, you can expend one charge of your jet pack to fly and move your speed or withdraw.
- Prerequisite: Jet Pack Training.
- Sudden Launch: As a reaction, you may expend one activation of your Jetpack to make a Pilot check, opposed by your opponent’s attack roll, to negate an incoming attack. This ability can be used once a turn and only effect ranged attacks.
- Prerequisites: Pilot as a trained skill, Evasion
SHOCKBOXER TALENT TREE
You are trained in the shockboxing fighting style and can use your fists to devastate your enemies. Although you are trained for competitive shockboxing, much of your expertise can also be applied outside the ring.
- Defensive Jab: When you are unarmed and take the fight defensively action, you can make a single unarmed attack as a free action against an adjacent target.
- Prerequisite: Retaliation Jab.
- Nimble Dodge: If an enemy misses you with a melee attack, as a reaction you can move up to 2 squares, but you must end your movement adjacent to your attacker.
- Retaliation Jab: If an enemy misses you with a melee attack, as a reaction you can automatically deal damage equal to your Strength modifier (minimum 1 point of damage) to your attacker, if the attacker is within your reach.
- Stinging Jab: When you hit a target with an unarmed attack, you can also choose to deal half damage with your attack. If you do so, your enemy also deals half damage on all melee attacks he or she makes until the end of your next turn.
- Stunning Shockboxer: When you deal stun damage to a target with an unarmed attack, after the stun damage is halved, roll one extra die of damage and add that to the damage subtracted from the target’s hit points.
- Prerequisite: Stinging Jab.
SNIPER TALENT TREE
Through a combination of natural ability and rigorous training, you have mastered the art of killing with a single shot from hiding.
- Clean Shot: Whenever you use the Aim action before making an attack with a Rifle or rifle-like exotic weapon, you deal an extra die of damage on that attack.
- Prerequisites: Deadeye, any one other talent from this tree.
- Deadly Shot: Whenever you use the Aim action before making an attack with a Rifle or rifle-like exotic weapon, your next attack is considered a Critical Strike if you roll a natural 19 or 20 on the attack roll.
- Prerequisites: Careful Aim, Greater Careful Aim, Weapon Focus [Rifle or Rifle-like exotic weapon]
- Greater Careful Aim: Whenever you use the Aim action before making an attack with a Rifle or rifle-like exotic weapon, you gain an extra +1 bonus on that attack roll.
- Prerequisites: Careful Aim, Weapon Focus [Rifle or rifle-like exotic weapon]
- Hidden Assailant: Whenever you use the Snipe aspect of the Stealth skill, the penalty to your Stealth check following your attack is reduced by 5.
- Prerequisites: Stealth as a trained skill
- Special: You may take this talent twice. The second time reduces the penalty by an additional 5 points, eliminating it.
- Opportunist: Whenever you ready a Standard action to make an attack with your Rifle or rifle-like exotic weapon, you are considered to have used the Aim action in conjunction with that attack, even if you have already used all your other actions for the turn.
- Prerequisites: Careful Shot, Adjust Aim
TROOPER TALENT TREE
In war, soldiers stand side by side against deadly foes, and you have learned how to keep yourself and your comrades alive in battle.
- Comrades in Arms: Whenever you are within 3 squares of an ally, you gain a +1 circumstance bonus on all melee and ranged attack rolls.
- Focused Targeting: When you damage a target with a melee or ranged attack, all allies within 3 squares gain a +2 bonus on damage rolls against that target until the beginning of your next turn.
- Prerequisite: Comrades in Arms.
- Phalanx: Whenever you provide soft cover to an ally within 3 squares, you are considered to providing improved cover.
- Prerequisite: Watch Your Back.
- Stick Together: You can spend a move action to activate this talent. Until the beginning of your next turn, if an ally moves you can immediately move up to your speed as a move action, provided you end your movement within 3 squares of that ally.
- Prerequisite: Comrades in Arms.
- Watch Your Back: If you are adjacent to at least one ally, enemies gain no benefit from flanking you or any adjacent allies.
VETERAN TALENT TREE
You have seen more combat in more environments than most people see in a lifetime.
- Battlefield Remedy: You have learned a variety of different ways to treat combat injuries in the field. When you succeed on a Treat Injury check to administer First Aid, the tended creature also moves +1 step on the condition track.
- Prerequisite: Trained in Treat Injury.
- Grizzled Warrior: You can draw upon your extensive battlefield experience to encourage your comrades and drive your enemies before you (and potentially crush them and hear the lamentations of their women as well). You can use each of the following actions once per encounter as a standard action:
- Defy the Odds: Make a single melee or ranged attack. You immediately gain a number of bonus hit points equal to your Constitution score.
- Double the Pain: When you use the Aid Another action to provide an ally within 6 squares of you a bonus to his or her attack roll, add one-half your character level to the ally’s damage roll if the attack is successful.
- Guarded Assault: Make a single melee or ranged attack. You gain a +2 dodge bonus to your Reflex Defense against all attacks until the start of your next turn.
- Prerequisites: Seen It All, Tested in Battle.
- Reckless: You know from first-hand experience that victory goes to those willing to take a chance. You can add your Wisdom bonus (minimum +1) to the damage roll when you make a successful charge attack.
- Prerequisite: Tested in Battle.
- Seen It All: You have seen more action in more places than most people know exist, and little gets you rattled. Any character using a fear effect on you must roll twice, keeping the lower result on any skill checks and attack rolls.
- Prerequisites: Tested in Battle, trained in Initiative.
- Tested in Battle: When you catch a second wind (SECR 154), you move +2 steps on the condition track in addition to regaining hit points.
WARRIOR TALENT TREE
Warriors draw upon their natural aggressiveness, powerful bodies, and fighting abilities to defeat their enemies. Whether they fight with primitive or advanced weaponry, they are fearsome combatants.
- Champion: You fight for protection, honor, or glory for yourself and others. You can use each of the following actions once per encounter:
- Champion’s Pride: Your pride and dedication drives you on in the most difficult moments. When you use your second wind, you move + 1 step on the condition track and remove one fear effect or mind-affecting effect in addition to the normal benefit of second wind.
- Disarming Hit: When you hit and damage a creature and that damage equals or exceeds the target’s damage threshold, you can make a Disarm Attack (see page 152 of the Saga Edition core rulebook) against that target as a free action. If using a ranged weapon, you must also have the Ranged Disarm feat.
- Masterful Strike: You land an impressive blow against your enemy. When making a successful unarmed or melee attack, increase your damage by 2 for every 5 points by which your attack roll exceeds your target’s Reflex Defense.
- Prerequisites: Warrior’s Awareness, Warrior’s Determination.
- Quick Study: You excel at turning an enemy’s tricks against it. Once per encounter, if an enemy attacks you using a non-Magic/Psionic/Nanite-related talent, you can use the same talent against it on your next turn. You must use an appropriate weapon or item, if required by the talent, although you do not have to have the prerequisites. You can take this action even if your enemy’s attack misses you.
- Prerequisite: Warrior’s Awareness.
- Simple Opportunity: You can make attacks of opportunity when using a ranged or thrown simple weapon against a single target. Area attack weapons cannot be used with this talent.
- Prerequisite: Weapon Proficiency (simple weapons).
- Warrior’s Awareness: You learn your enemy’s preferred tactics quickly. When an enemy character makes an unarmed or a melee attack against you for at least the second time in an encounter, make a Perception check as a reaction. If the check is successful, you gain a +1 bonus to your Reflex and Fortitude Defenses against that character until the end of the encounter. You can use this against only one character at a time, until that character is incapacitated or killed, or until you voluntarily switch targets by dropping the use of this talent for one full round (you can take other actions normally).
- Warrior’s Determination: Your natural determination carries you through tough battles. Once per encounter, as a reaction, you can ignore one non Magic/Psionic/Nanite-related effect, talent, skill, or ability that exceeds your Will Defense. If you spend a Hero Point, you can ignore one mind-affecting effect, even if it is the result of a Psionic power.
WEAPON SPECIALIST TALENT TREE
You are highly trained at using specific weapons.
- Autofire Assault: When making an autofire attack, you can brace a weapon that is not restricted to autofire only. You must be proficient with the weapon being used.
- Prerequisite: Weapon Proficiency (heavy weapons).
- Crushing Assault: You use your attacks to beat down your opponents’ defenses. When you successfully damage an opponent using a bludgeoning weapon that you have the Weapon Specialization talent for, your next attack against that opponent made before the end of the encounter gains a +2 bonus to the attack roll and to the damage roll. The effects of multiple Crushing Assaults do not stack.
- Prerequisite: Weapon Specialization.
- Devastating Attack: Choose a single exotic weapon or weapon group with which you are proficient. Whenever you make a successful attack against a target using such a weapon, you treat your targets damage threshold as if it were 5 points lower when determining the result of your attack. You may select this talent multiple times. Each time you select this talent, it applies to a different exotic weapon or weapon group. If you select heavy weapons as the weapon group this talent applies to, you may use this talent with vehicle weapon attacks.
- Disarming Attack: Choose a single exotic weapon or weapon group with which you are proficient. You ignore a target’s armor bonus to Reflex Defense when disarming with such a weapon. Additionally, as a free action, once per encounter, you can grant yourself a +10 bonus on your attack roll when attempting to disarm opponent while using such a weapon.
- Prerequisites: Improved Disarm, Intelligence 13, Weapon Specialization with the chosen weapon.
- Impaling Assault: You can hit your opponents to slow them down. Whenever you successfully damage an opponent using a piercing weapon that you have the Weapon Specialization talent for, your opponent reduces its speed by 2 squares until the end of your next turn. The effects of multiple Impaling Assaults do not stack.
- Prerequisite: Weapon Specialization.
- Improved Suppression Fire: When you successfully suppress an enemy using the aid another action, that enemy takes a -5 penalty on its attack rolls until the start of your next turn. When targeting an area with an autofire weapon, each enemy in the attack area takes a -2 penalty on its attack rolls until the start of your next turn, regardless of whether your attack hits.
- Penetrating Attack: Choose a single exotic weapon or weapon group with which you are proficient. Whenever you make a successful attack against a target using such a weapon, you treat your target’s damage reduction as if it were 5 points lower when determining the result of your attack. You may select this talent multiple times. Each time you select this talent, it applies to a different exotic weapon or weapon group. If you select heavy weapons as the weapon group this talent applies to, you may use this talent with vehicle weapon attacks.
- Prerequisite: Weapon Focus with chosen exotic weapon or weapon group.
- Stinging Assault: You can deliver nasty injuries that leave your opponents reeling. Whenever you successfully damage an opponent using a slashing weapon that you have the Weapon Specialization talent for, your opponent takes a -2 penalty on melee attacks against you until the start of your next turn. The effects of multiple Stinging Assaults do not stack.
- Prerequisite: Weapon Specialization.
- Weapon Specialization: Choose a single exotic weapon or weapon group with which you are proficient. You gain a +2 bonus on damage rolls with such weapons. You may select this talent multiple times. Each time you select this talent, it applies to a different exotic weapon or weapon group. If you select heavy weapons as the weapon group this talent applies to, you may use this talent with vehicle weapon attacks.
- Prerequisite: Weapon Focus with chosen exotic weapon or weapon group.
Bonus Feats
At every even-numbered level (2nd. 4th. 6th. etc.). you gain a bonus feat. This feat must be selected from the following list. and you must meet any prerequisites for that feat.
- Accelerated Strike
- Advantageous Cover
- Agile Riposte
- Angled Throw
- Armor Proficiency (heavy)
- Artillery Shot
- Assured Attack
- Attack Combo (Fire and Strike)
- Attack Combo (Melee)
- Attack Combo (Ranged)
- Autofire Assault
- Autofire Sweep
- Bantha Herder
- Bantha Rush
- Barrage
- Battering Attack
- Brink of Death
- Burst Fire
- Burst of Speed
- Careful Shot
- Charging Fire
- Cleave
- Collateral Damage
- Combat Reflexes
- Conditioning
- Coordinated Attack
- Coordinated Barrage
- Critical Strike
- Crossfire
- Crush
- Deadeye
- Deadly Sniper
- Decorated Veteran
- Deft Charge
- Destructive Force
- Dive for Cover
- Double Attack
- Dual Weapon Mastery I
- Dual Weapon Mastery II
- Dual Weapon Mastery III
- Exotic Weapon Proficiency
- Experienced Medic
- Far Shot
- Fast Surge
- Fatal Hit
- Feat of Strength
- Flash and Clear
- Flood of Fire
- Flurry
- Forceful Blast
- Fortifying Recovery
- Frightening Cleave
- Grab Back
- Grapple Resistance
- Great Cleave
- Gun-Fu
- Gunnery Specialist
- Guns Akimbo
- Halt
- Hands Without Shadow
- Heavy Hitter
- Impetuous Move
- Improved Bantha Rush
- Improved Charge
- Improved Disarm
- Improved Rapid Strike
- Improvised Weapon Mastery
- Increased Agility
- Knock Heads
- Lightning Draw
- Maniacal Charge
- Martial Arts I
- Martial Arts II
- Martial Arts III
- Melee Defense
- Mighty Swing
- Mighty Throw
- Mission Specialist
- Multi-Grab
- Never Surrender
- Opportunistic Shooter
- Overwhelming Attack
- Parry
- Pin
- Pistoleer
- Point Blank Shot
- Power Attack
- Power Blast
- Precise Shot
- Prime Shot
- Quick Draw
- Rancor Crush
- Rapid Reaction
- Rapid Shot
- Rapid Strike
- Rapport
- Recovering Surge
- Redirect Attack
- Resilient Strength
- Resurgence
- Riflemaster
- Risk Taker
- Running Attack
- Savage Attack
- Shake It Off
- Skill Focus
- Skill Training
- Slippery Maneuver
- Sniper
- Sniper Shot
- Sport Hunter
- Strafe
- Staggering Attack
- Stay Up
- Steadying Position
- Targeted Area
- Throw
- Toughness
- Trench Warrior
- Trip
- Triple Attack
- Triple Crit
- Tumble Defense
- Unstoppable Force
- Vehicular Combat
- Vehicular Surge
- Wary Defender
- Weapon Focus
- Weapon Proficiency (advanced melee weapons)
- Weapon Proficiency (heavy weapons)
- Withdrawal Strike
- Zero Range
CREDITS
A 1st-level soldier starts play with 3d4x250 credits