Talents Rewards

When ranking up, players can unlock unique talent trees using Contribution Ranks (CR). Unlocking a tree cost 1 CR, 30xp, and must be attached to two distinct Tier 5 talents, like signature abilities. Then, the talents of the unlocked tree can be purchased using standard talent rules. Some may have additional prerequisites.

RP-wise, unlocking those trees requires the PC to take specialized training that not everybody can get in the New Order. Moreover, it requires a bit of time (between two adventures).

Look at the Table of Contents, on the right, for the current talent trees.

This is a work in progress, getting tested; don’t purchase those until further notice. Jump to Regular Talents instead.

CoreTalents

Squadron Leader (Navy)

After an intensive training at the Imperial Naval Academy, that only a selected few can attend, squad combats should have no more secrets for the attendee, transforming wingmans into an extension of the squad leader!


Core

Squadron Leader I

Tier: 1

Activation: Active (Incidental)

Ranked: No

Prerequisites:

  • Imperial Navy, Imperial Intelligence, or Imperial Security Bureau
  • Rank 3
  • Leadership 1
  • Knowledge (Warfare) 1

The character can use minions as an extension of himself, boosting his combat skills. This talent should be very useful at speeding up encounters with many NPCs, while using the number provided by the Empire.

To activate Squadron Leader I, the character must make an easy () Leadership check as an incidental to take control of a minion group that is part of the Imperial Navy. If he succeeds, Squadron Leader I is active until the end of the encounter. If he fails, he cannot activate Squadron Leader I IV or above until the end of the encounter.

When Squadron Leader I is active, once per turn, the character can upgrade a skill check a number time equal to the number of minion that he controls, up to a maximum of 1. The minions must possess the skill (group only) that the character wants to improve.

For example, a character with Squadron Leader I, an attribute of 4, a skill of 5, that controls 1 minion, would roll (skill: , upgraded once).

Source: FTNO

Squadron Leader II

Tier: 2

Activation: Active (Incidental)

Ranked: No

Prerequisites:

  • Imperial Navy, Imperial Intelligence, or Imperial Security Bureau
  • Rank 4
  • Squadron Leader I

To activate Squadron Leader II, the character must make an medium () Leadership check as an incidental to take control of a minion group that is part of the Imperial Navy. If he succeeds, Squadron Leader II is active until the end of the encounter.

When Squadron Leader II is active, once per turn, the character can upgrade a skill check a number time equal to the number of minion that he controls, up to a maximum of 2. The minions must possess the skill (group only) that the character wants to improve. If he fails, he cannot activate Squadron Leader II or above until the end of the encounter.

For example, a character with Squadron Leader II, an attribute of 4, a skill of 5, that controls a group of 2 minions, would roll (skill: , upgraded twice)

Source: FTNO

Squadron Leader III

Tier: 3

Activation: Active (Incidental)

Ranked: No

Prerequisites:

  • Imperial Navy, Imperial Intelligence, or Imperial Security Bureau
  • Rank 5
  • Leadership 2
  • Knowledge (Warfare) 2
  • Squadron Leader II

To activate Squadron Leader III, the character must make an hard () Leadership check as an incidental to take control of a minion group that is part of the Imperial Navy. If he succeeds, Squadron Leader III is active until the end of the encounter. If he fails, he cannot activate Squadron Leader III or above until the end of the encounter.

When Squadron Leader III is active, once per turn, the character can upgrade a skill check a number time equal to the number of minion that he controls, up to a maximum of 3. The minions must possess the skill (group only) that the character wants to improve.

For example, a character with Squadron Leader III, an attribute of 4, a skill of 5, that controls a group of 3 minions, would roll (skill: , upgraded three time)

Source: FTNO

Squadron Leader IV

Tier: 4

Activation: Active (Incidental)

Ranked: No

Prerequisites:

  • Imperial Navy, Imperial Intelligence, or Imperial Security Bureau
  • Rank 6
  • Squadron Leader III

To activate Squadron Leader IV, the character must make an very hard () Leadership check as an incidental to take control of a minion group that is part of the Imperial Navy. If he succeeds, Squadron Leader IV is active until the end of the encounter. If he fails, he cannot activate Squadron Leader IV until the end of the encounter.

When Squadron Leader IV is active, once per turn, the character can upgrade a skill check a number time equal to the number of minion that he controls, up to a maximum of 4. The minions must possess the skill (group only) that the character wants to improve.

For example, a character with Squadron Leader IV, an attribute of 4, a skill of 5, that controls a group of 4 minions, would roll (skill: , upgraded four time)

Source: FTNO

Tier 1

Leading by Example (Navy)

Tier: 1

Activation: Passive

Ranked: Yes

Prerequisites:

  • Squadron Leader I
  • Any piloting skill rank 2 or more

You are always the first to jump into a cockpit then into battle! Pilots love that about you and tend to follow you into battle easily for that.

Lower the Leadership difficulty to activate Squadron Leader by 1 per rank of Leading by Example (Navy).

Source: FTNO

Tier 2

Coordinated Assignations

Tier: 2

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I

Specials:

  • Balance: validate if Disable a weapon is overpower for a Tier 2
  • Squadron Leader is activated and the character controls at least 1 minion

Upon a successful attack, may spend or to apply one of the following effect on the target. Each minion can apply only one effect. Effects are not cumulative. The effect last until the end of the next round.

Symbols Effects
or Reduce current and max speed by 1
or Reduce defence by 1
or Reduce handling by 1
Disable a weapon

Source: FTNO

Impetuous Squaddies

Tier: 2

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I

You trained your squaddies well; so well that they are becoming as impetuous as you!

You add to all attack when Squadron Leader is activated and control at least 1 minion.

Source: FTNO

Tier 3

Coordinated Assignations (Improved)

Tier: 3

Activation: Active (Maneuver)

Ranked: No

Prerequisites:

  • Coordinated Assignations
  • Squadron Leader II

Specials:

  • Squadron Leader is activated and the character controls at least 1 minion

After activation, can send a minion

Before an attack, can send a minion to apply one of the Coordinated Assignations effect on the target. The maneuver can be executed multiple time. Each minion can apply only one effect. Effects are not cumulative. The effect last until the end of the next round. Only the effects that need can be applied.

Source: FTNO

Tactical Assistance

Tier: 3

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader II

Specials:

  • Balance: see if the advantage limitation is worth it or if it limits the Tier 3 talent too much.
  • Squadron Leader is activated and the character controls at least 1 minion

Your squaddies are reacting so well to your commands that they seem to avoid certain death from time to time…

During combat, the character can spend to heal his wingman. Each heals 1 point of damage from a wingman, up to a maximum of his hull threshold. You cannot “respawn” a wingman using . For example, if you control 2 minions with 6 hull threshold each (for a total of 12), and they have taken 10 damage, you could use up to to heal the last minion to his maximum, leading to a hull threshold of 6/12. Healing more than 4 would mean that a “dead wingman” would come back from the grave.

You can also use a to “respawn” a defeated wingman; it must be narratively possible. For example, if you control 2 minions with 6 hull threshold each (for a total of 12), and they have taken 10 damage, using a would allow you to add 6 to the pool, “spawning” a new starfighter; leading to a hull threshold of 4/12.

Source: FTNO

Tier 4

Fast and Furious

Tier: 4

Activation: Active (Maneuver)

Ranked: No

Prerequisites:

  • Squadron Leader III
  • Any piloting skill rank 3 or more

When enemies sees how talented is the squad leader, that can’t avoid focusing their fire on him!

When activated, no enemy can attack the controlled minions; they must attack the Squadron Leader instead. The effect last until the character’s next turn.

Source: FTNO

Tier 5

Fast and Furious (Improved)

Tier: 5

Activation: Active (Maneuver)

Ranked: No

Prerequisites:

  • Fast and furious
  • Any piloting skill rank 4 or more

The squad is so tight, that the Squad Leader becomes untouchable!

When activated, all hits targeting the squad leader are forwarded to the controlled minions; once all minions are dead, the attacks hit the squad leader. When activated, it also activate Fast and Furious. The effect last until the character’s next turn.

Source: FTNO

Stromtrooper Leader

After an intensive training at the Imperial Stormtrooper Academy, that only a selected few can attend, squad combats should have no more secrets for the attendee, transforming Stormtroopers into an extension of the squad leader!


Core

Stromtrooper Leader I

Tier: 1

Activation: Active (Incidental)

Ranked: No

Prerequisites:

  • Imperial Stromtrooper, Imperial Intelligence, or Imperial Security Bureau
  • Rank 3
  • Leadership 1
  • Knowledge (Warfare) 1

The character can use minions as an extension of himself, boosting his combat skills. This talent should be very useful at speeding up encounters with many NPCs, while using the number provided by the Empire.

To activate Stromtrooper Leader I, the character must make an easy () Leadership check as an incidental to take control of a minion group that is part of the Imperial Stromtrooper Corp. If he succeeds, Stromtrooper Leader I is active until the end of the encounter. If he fails, he cannot activate Stromtrooper Leader I IV or above until the end of the encounter.

When Stromtrooper Leader I is active, once per turn, the character can upgrade a skill check a number time equal to the number of minion that he controls, up to a maximum of 1. The minions must possess the skill (group only) that the character wants to improve.

For example, a character with Stromtrooper Leader I, an attribute of 4, a skill of 5, that controls 1 minion, would roll (skill: , upgraded once).

Source: FTNO

Stromtrooper Leader II

Tier: 2

Activation: Active (Incidental)

Ranked: No

Prerequisites:

  • Imperial Stromtrooper, Imperial Intelligence, or Imperial Security Bureau
  • Rank 4
  • Stromtrooper Leader I

To activate Stromtrooper Leader II, the character must make an medium () Leadership check as an incidental to take control of a minion group that is part of the Imperial Stromtrooper. If he succeeds, Stromtrooper Leader II is active until the end of the encounter.

When Stromtrooper Leader II is active, once per turn, the character can upgrade a skill check a number time equal to the number of minion that he controls, up to a maximum of 2. The minions must possess the skill (group only) that the character wants to improve. If he fails, he cannot activate Stromtrooper Leader II or above until the end of the encounter.

For example, a character with Stromtrooper Leader II, an attribute of 4, a skill of 5, that controls a group of 2 minions, would roll (skill: , upgraded twice)

Source: FTNO

Stromtrooper Leader III

Tier: 3

Activation: Active (Incidental)

Ranked: No

Prerequisites:

  • Imperial Stromtrooper, Imperial Intelligence, or Imperial Security Bureau
  • Rank 5
  • Leadership 2
  • Knowledge (Warfare) 2
  • Stromtrooper Leader II

To activate Stromtrooper Leader III, the character must make an hard () Leadership check as an incidental to take control of a minion group that is part of the Imperial Stromtrooper. If he succeeds, Stromtrooper Leader III is active until the end of the encounter. If he fails, he cannot activate Stromtrooper Leader III or above until the end of the encounter.

When Stromtrooper Leader III is active, once per turn, the character can upgrade a skill check a number time equal to the number of minion that he controls, up to a maximum of 3. The minions must possess the skill (group only) that the character wants to improve.

For example, a character with Stromtrooper Leader III, an attribute of 4, a skill of 5, that controls a group of 3 minions, would roll (skill: , upgraded three time)

Source: FTNO

Stromtrooper Leader IV

Tier: 4

Activation: Active (Incidental)

Ranked: No

Prerequisites:

  • Imperial Stromtrooper, Imperial Intelligence, or Imperial Security Bureau
  • Rank 6
  • Stromtrooper Leader III

To activate Stromtrooper Leader IV, the character must make an very hard () Leadership check as an incidental to take control of a minion group that is part of the Imperial Stromtrooper. If he succeeds, Stromtrooper Leader IV is active until the end of the encounter. If he fails, he cannot activate Stromtrooper Leader IV until the end of the encounter.

When Stromtrooper Leader IV is active, once per turn, the character can upgrade a skill check a number time equal to the number of minion that he controls, up to a maximum of 4. The minions must possess the skill (group only) that the character wants to improve.

For example, a character with Stromtrooper Leader IV, an attribute of 4, a skill of 5, that controls a group of 4 minions, would roll (skill: , upgraded four time)

Source: FTNO