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===NEW COMBAT EDGES=== '''Charger''' [Seasoned, Fighting d10+]: The warrior is experienced at moving across a large distance and getting the most effect out of rushing his foe. He may ignore the standard multi-action penalty for Running when making a Fighting attack roll at the end of your movement. '''Combat Loader''' [Novice, Shooting d8+]: With a Pace of 0 you can reload a single barrel of a pistol or rifle (not a long rifle) and fire in the same round without suffering a multi-Action penalty. You could also reload two barrels and suffer only one Multi-Action penalty. '''Heavy Melee Weapon''' [Novice, Strength d8+, Fighting d6+]: you training allows you to wield a two-handed weapon in one hand. You must still have the weapon's Strength Minimum. '''Heavy Weapons Specialist''' [Novice, Shooting d6+]: you can operate ballista, cannons and catapults without the normal -4 penalty for firing such weapons in combat. '''Musketeer''' [Seasoned, Muskets and Blunderbuss only]: you can reload a musket faster than most. Reduce the reload time for all muskets and blunderbuss by 1 round, and you are allowed to move up to your Pace at the same time (no Run). '''Spring Attack''' [Seasoned, Extraction, Fighting d8+]: You can move both before and after your attack, and as long as you end your movement not adjacent to any opponents, you do not suffering a free attack from any attacker. You may not move more than your Pace (cannot Run as part of this maneuver) in this round. You also cannot ignore First Strike or someone on βHoldβ. [[File:IK.Trencher.jpg|250px|right]] '''Sniper''' [Seasoned, Marksmen, Shooting d10+]: Trained at sniping targes from long range. With a crossbow or rifle firearm, the attacker gains an addition +1 to hit with the Aim manuever (so +2 total) and eliminates an addition 2 points in penalties from cover, concealment and/or range penalties. '''Trencher''' [Seasoned, Agility d6+, Shooting d8+]: Trenchers are specially trained to move under fire. You impose an additional -2 to any Cover modifier you have against enemy ranged attacks against you (you must have at least light cover to gain bonus). You gain a +2 to Agility checks to Dive for Cover (such as from Area Attacks) and +2 to Spirits check to resist Suppression Fire.
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