New Traveller Edges

Requirements: Smarts d6, Agility d6,
Career: Army, Belters, Marines or Pirates
The character is trained at setting demolitions for maximum effect. Characters make demolitions rolls using the lower of their Agility or Smarts. When setting explosives, each success and raise on this Ability roll adds a raise to the damage done by the blast. When diffusing explosives, the GM sets the difficulty for the diffusion. A success diffuses the explosive. A raise indicates that all the components are also intact and could be used again. A roll of one on the Ability roll when setting or diffusing means the explosive detonates. Roll damage normally.

Forward Observer
Requirements: Novice, Shooting d6,
Smarts d6, Career: Army, Marines or Scouts
The character can act as a Forward Observer for Howitzers, Mortars and Bombardments to determine the accuracy of attacks, as long as he is in direct communication with the firing unit. Before each shot, the character makes a Smarts roll. With a success the artillery crew ignores the -4 penalty to targets they can not see and will not suffer double deviation (page 50 Savage Worlds). With a raise the artillery crew is also granted a +2 bonus to its Shooting roll.

Jack Of All Trades
Requirements: Veteran, Smarts d10
The character is an all around handy person. This skill provides a +1 bonus to Boating, Driving, Healing, Piloting, Repair, Riding and Common Knowledge rolls consistent with the characters background.

Requirements: Novice, Smarts d6, Spirit
d6, Persuasion d6 or Streetwise d6
The individual is trained to in the art of dealing with others; whether it be relations with members of military units, citizens in a community, or alien and foreign cultures. The individual is trained to subordinate his
or her own views and prejudices where they may conflict with those held by the individuals being
dealt with. As a result greater cooperation may be achieved and substantial progress in mutual
projects made. The character gets a bonus of +2 to Persuasion and Streetwise skill rolls.

Requirements: Novice, Healing d6+ A character with this Edge can get wounded soldiers up and fighting again in seconds. If the medic can get to a wounded non-Wild Card by the end of the round in which he was wounded, he can make an immediate Healing roll at -2. If the roll is successful, the victim is merely Shaken instead of wounded.

Requirements: Novice, Career: Belters, Merchants, Navy, Pirates or Scouts The character has been trained and has experience in the use of the standard Vacc Suit (space suit), including armored battle dress and protective suits for use in the presence of exotic, corrosive, or insidious atmospheres. The character ignores the standard penalties for wearing a Vacc Suit, Protective Suit or Heavy Protective Suit.

Requirements: Novice, Smarts d8+ This character has a special knack for calling in supporting fire, and can make all the difference in the world when trying to break an enemy assault. A character with this Edge can shift the target point of artillery up to 20" per round without delay (instead of the usual 10"). In addition, the deviation for any airstrikes this character calls in are halved (rounding down).

Starship Operations
Requirements: Novice, Smarts d6, Career:
Belters, Merchants, Navy, Pirates, Scouts
Allows characters to use Piloting and Repair skills on starships. Without knowledge of starship systems, a character may not use Piloting to fly starships or Repair to maintain Starship engines. This includes interplanetary craft and ships boats. As well, the character can plot jumps between worlds and use communicators and sensors using Knowledge (Computers) skill. Characters with the Starship Operations Edge may be hired on as crew. Rate of pay is determined by their skill level in the appropriate system: Pilot: Pilot skill, Engineer: Repair skill, Medic: Healing skill, Navigator: Knowledge (Computers), or Steward: Persuasion.

Zero-G Combat
Requirements: Novice, Agility d6, Career:
Belters, Marines, Navy or Pirates
The character has been trained in zero-G combat. She gains +2 to Spirit checks to become
unshaken under Zero-G conditions. The character may move at 3/4 pace in zero-G.

Improved Zero-G Combat
Requirements: Seasoned, Agility d8, Zero-
G Combat
The character is highly trained in zero-g combat. She no longer suffers the 2 penalty to Agility, Fighting and Shooting rolls in Zero Gravity environments.

Ship Tactics
Requirements: Seasoned, Starship
Operations, Career: Navy or Scouts
When commanding a single starship during combat, the character adds a +1 bonus to all Piloting and Shooting rolls made by the crew of that ship. The Shooting bonuses also apply when defending against boarding parties.

Fleet Tactics
Requirement: Veteran, Ships Tactics,
Career: Navy
When commanding two or more starships during combat, the character adds a +1 bonus to Piloting and Shooting rolls made by the crew of two of those ships. Each round the commander can decide which two ships receive the bonus. To receive the bonuses, crew on other ships must be in communication with the commander. Fleet Tactics can not be used in the same round that Ship Tactics is used.

New Traveller Edges

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