Requirements: Seasoned, Fighting d8+
Warriors who engage in frequent hand-to-hand combat are far more skilled in personal defense than most others. They’ve learned not only how to attack, but how to block their opponent’s blows as well. A fighter with this Edge adds
+1 to his Parry.
Requirements: Seasoned, Brawler
When the bruiser gets a raise on his bare-handed Fighting attack, he rolls a d8 instead of a d6.
Your adventurer recovers quickly from shock and trauma. He adds +2 to his Spirit roll when attempting to recover from being Shaken.
Requirements: Seasoned, Fighting d8+
Fighters with this Edge know how to respond instantly to an enemy’s mistakes. Once per round, the character receives one free Fighting attack against one adjacent foe who failed a Fighting attack against him. This attack is made at –2, and the Counterattack must be a normal attack (no Disarm, Wild Attack, or other maneuvers), and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver, but not Full Defense.
Requirements: Wild Card, Seasoned, Shooting/ Throwing d10+
The character doubles his total damage when making a successful Shooting or Throwing attack this round.
Requirements: Seasoned, Agility d8+
Some crafty types know how to get out of harm’s way. This Edge allows them to use cover, movement, and concealment to make them harder to hit. Unless they are the victim of a surprise attack and taken completely unaware, attackers must subtract 1 from their Shooting or Throwing rolls when targeting them. Characters who attempt to evade area effect attacks may add +1 to their Agility roll as well (when allowed).
Requirements: Seasoned, Fighting d10+
Frenzied fighters make fast and furious melee attacks, sacrificing finesse for raw speed. This allows them to make an extra Fighting attack per round at a –2 penalty to all Fighting rolls. This attack must be taken at the same time as another Fighting attack though it may target any two foes adjacent to the hero (Wild Cards roll two Fighting dice and one Wild Die).
The –2 penalty is subtracted from all attacks.
A character armed with two weapons still only makes one extra attack.
Hold the Line
Requirements: Seasoned, Command, Smarts d8+
This Edge strengthens the will of the men under the hero’s command. The troops add +1 to their Toughness.
Improved Level Headed
Requirements: Seasoned, Level Headed
As above but the hero draws 3 cards.
Requirements: Seasoned, Smarts d6+
Heroes often find themselves fighting with pieces of equipment or furnishings not designed for combat. A character with this Edge has a knack for using such improvised weapons, and does not suffer the usual –1 penalty to attack and Parry when wielding them. See page 73 for details.
Requirements: Seasoned, Command
Leaders with exceptional reputations and experience in battle inspire the soldiers around them. They add +2 to Spirit rolls when recovering from being Shaken (this includes the original +1 bonus for the Command Edge).
Requirements: Seasoned, Smarts d8+
Fighters who can keep their cool when everyone else is running for cover are deadly customers in combat. A hero with this Edge draws an additional Action Card in combat and acts on the best of the draw
The hero excels at taking controlled, measured shots. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1. Marksman works with both Shooting and Throwing.
Requirements: Wild Card, Seasoned, Fighting d10+
The character doubles his total damage when making a successful Fighting attack this round.
The character may spend a Benny to reroll any one damage roll, including those made for area effect attacks.
Requirements: Wild Card, Seasoned, arcane skill d10+
This Edge is for those characters with Arcane Backgrounds. When dealt a Joker, the character recovers 2d6 Power Points. He may not exceed his usual limit.
Requirements: Seasoned, Spirit d6+, Arcane Background
This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Requirements: Seasoned, Command, Wild Card,
Smarts d8+, Knowledge (Battle) d6+
The leader has a natural grasp of small unit tactics and can frequently take advantage of a rapidly changing situation.
At the beginning of a fight and before any Action Cards are dealt, the hero makes a Knowledge (Battle) roll. For each success and raise he receives one Action Card. These are kept separate from his regular Action Cards and are not placed back into the deck until used or the combat ends (including Jokers!). At the start of any round, the hero may give one or more of these extra cards to his allies, whether Extras or Wild Cards, who then use it as their Action Card for the round in place of the one dealt them. This allows Extras to operate independently of Wild Card characters for one round if they receive their own card.
Only one character per encounter may use this Edge.