Talents Rewards 3.1

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 a signature ability) and grants the first Core talent (Tier 1) for “free”. Then, the talents of the unlocked tree can be purchased using standard talent rules, as long as prerequisites are satisfied.

RP-wise, unlocking those trees requires the PC to take specialized training that is given to only a selected few; not to everyone in the New Order. Moreover, it requires a bit of time (between two adventures) to complete the training. The rarity justifies the CR cost, while acquiring the skills (the training itself) justifies the XP cost.

Use the Table of Contents, on the right, to quickly navigate between trees.

The idea is for characters to use minions as an extension of themselves, boosting their combat skills, speeding up encounters with many NPCs, while still using the number provided by the Empire, but at a smaller scale than mass-combats. You can also mix the Squads & Squadrons rules with Mass Combat to create epic squads battle inside of an epic war-scale adventure.

When purchasing a talent that talks about [type of units], you must choose one, like Tie Fighter pilots for the Navy, Stormtroopers, Army troopers, etc.

Work in progress

This is a work in progress, so please use your judgement, their may be missing prerequisites or typos or talents that should be moved to higher tiers, etc. We tested the Squad talents more than the Squadron talents, so balancing issues are more likely to happen with Squadrons.

If you are a GM, please give me your feedback, balancing issues, or ideas at GitHub.

Release notes

Here is the history of changes.

Talents Rewards 3.1

[2020-06-14] This is a balance update. It also fix missing prerequisites.

  • Update Voluntary [unit] Sacrifice talents
  • Change tiers of Formation: Dug In and Formation: Close talents from 1, 2, 3 to 1, 3, 5.
  • Change tiers of Formation: Search Party talents from 1, 1, 1 to 1, 3, 5.
  • Change Unthreatable [unit] [Squad|Squadron] from tier 1 to tier 2
  • Change Fearless [unit] [Squad|Squadron] from tier 2 to tier 3
  • Change Undespairable [unit] [Squad|Squadron] from tier 2 to tier 4
  • Review Running Dark talents (name, tier, effects, prerequisites)
  • Review [unit] Formation Master

[unit] stands for the type of unit, like Navy, Army, or Stormtrooper.

[Squad|Squadron] stands for Squad or Squadron.

Talents Rewards 3.0

[2020-05-03] Initial release of the Squads and Squadrons talents.

Talent trees

There are three “types” of talents:

  1. Core Talents, that improve the base bonuses
  2. Universal Talents, that improve the squads and squadrons in general
  3. Formation-specific Talents, that improves the benefits of its formation.

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!

This talent tree upgrades the benefits provided by the Squads & Squadrons rules.


Core

Squadron Leader I

Tier: 1

Activation: Active (Incidental)

Ranked: No

Prerequisites:

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

Once per game session, the squad leader may spend 2 Story Points to perform a second action (requires at least 8 squadmates) or may spend 1 Story Point to perform a second action (requires 12 squadmates).

Source: FTNO

Squadron Leader II

Tier: 3

Activation: Active (Incidental)

Ranked: No

Prerequisites:

  • Imperial Navy or Imperial Security Bureau
  • Rank 4
  • Leadership 2
  • Knowledge (Warfare) 2
  • Squadron Leader I

Specials:

  • Replace Squadron Leader I

Once per game session, the squad leader may spend 2 Story Points to perform a second action (requires at least 4 squadmates) or may spend 1 Story Point to perform a second action (requires 8 squadmates).

Source: FTNO

Squadron Leader III

Tier: 5

Activation: Active (Incidental)

Ranked: No

Prerequisites:

  • Imperial Navy or Imperial Security Bureau
  • Rank 5
  • Leadership 3
  • Knowledge (Warfare) 3
  • Squadron Leader II

Specials:

  • Replace Squadron Leader II

Once per game session, the squad leader may spend 2 Story Points to perform a second action (requires at least 1 squadmates) or may spend 1 Story Point to perform a second action (requires 4 squadmates).

Source: FTNO

Tier 1

Born Navy Leader

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I

Add to Leadership checks targeting [type of units] and add to Leadership checks targeting [type of units] when not in formation.

Source: FTNO

Easy Navy Formation

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I

Downgrade leadership check required to create a formation to easy ().

Source: FTNO

Improved Attack Formation I

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I

Specials:

  • Formation: Attack Formation

Add a second to any attack made by the squadron.

Source: FTNO

Improved Evasive Maneuvers I

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Requires 1 Ranks in Piloting

Specials:

  • Formation: Evasive Maneuvers

Add a second to all attempts to gain the advantage and add a second to enemy attempts to gain the advantage.

Source: FTNO

Improved Evasive Maneuvers II

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Improved Evasive Maneuvers I

Specials:

  • Formation: Evasive Maneuvers

You can upgrade your check once to gain the advantage.

Source: FTNO

Improved Gain the Advantage

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Improved Evasive Maneuvers I

Specials:

  • Formation: Evasive Maneuvers

Enemies must upgrade the difficulty once to gain the advantage.

Source: FTNO

Improved Running Dark Leadership I

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I

Specials:

  • Formation: Running Dark

Instead of upgrading the difficulty of all Leadership checks, add .

Source: FTNO

Improved Screen Formation I

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I

Specials:

  • Formation: Screen Formation

Add a second point of defense in all zones

Source: FTNO

Improved Sensor Sweep I

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I

Specials:

  • Formation: Sensor Sweep

Add a second to any Vigilance checks to determine initiative and to Computers and Perception checks to detect targets.

Source: FTNO

Quick Navy Formation

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I

Add when creating formation of [type of units].

Source: FTNO

Skilled Navigator I

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I

Specials:

  • Formation: Skilled Navigator

Add to all “skilled navigator”.

Source: FTNO

Tight Navy Formation

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I

Lower the squad silhouette by 1.

Source: FTNO

Unshakable Squadron

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I

Minions cannot be forced out of position using .

Source: FTNO

Tier 2

Improved Attack Formation II

Tier: 2

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Improved Attack Formation I

Specials:

  • Formation: Attack Formation

Instead of that second , upgrade the check once

Source: FTNO

Improved Running Dark Leadership II

Tier: 2

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Improved Running Dark Leadership I

Specials:

  • Formation: Running Dark

Instead of upgrading the difficulty of all Leadership checks, add .

Source: FTNO

Improved Screen Formation II

Tier: 2

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Improved Screen Formation I

Specials:

  • Formation: Screen Formation

Add a third point of defense in all zones

Source: FTNO

Improved Sensor Detection

Tier: 2

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Improved Sensor Sweep I

Specials:

  • Formation: Sensor Sweep

Instead of that second , upgrade Computers and Perception checks to detect targets once.

Source: FTNO

Improved Sensor Vigilance

Tier: 2

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Improved Sensor Sweep I

Specials:

  • Formation: Sensor Sweep

Instead of that second , upgrade any Vigilance checks made by the squadron to determine initiative once.

Source: FTNO

Improved Ship Hull I

Tier: 2

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I

Specials:

  • Formation: Screen Formation

Add 1 point of hull to all ships in the squadron. This last only while in formation and are lost when breaking it, which mean -1 per ship, so a ship with 1 hull threshold left will explode.

Source: FTNO

Skilled Navigator II

Tier: 2

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Skilled Navigator I

Specials:

  • Formation: Skilled Navigator
  • Replace Skilled Navigator I

Add to all “skilled navigator”.

Source: FTNO

Skilled Navigator III

Tier: 2

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Skilled Navigator II

Specials:

  • Formation: Skilled Navigator
  • Replace Skilled Navigator II

Add to all “skilled navigator” and upgrade the check once.

Source: FTNO

Unthreatable Squadron

Tier: 2

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I

A squad cannot be disbanded (broken) using .

Source: FTNO

Tier 3

Fearless Squadron

Tier: 3

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Unthreatable

A squad cannot be disbanded after a failed fear check.

Source: FTNO

Hard to Hit (Evasive Maneuvers)

Tier: 3

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Improved Evasive Maneuvers I
  • Requires 2 Ranks in Piloting

Specials:

  • Formation: Evasive Maneuvers

Enemies must spend 2 more instead of 1 to activate Auto-fire or Blast weapon qualities.

Source: FTNO

Improved Attack Formation III

Tier: 3

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Improved Attack Formation II

Specials:

  • Formation: Attack Formation

Instead of that second , upgrade the check twice

Source: FTNO

Improved Running Dark Leadership III

Tier: 3

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Improved Running Dark Leadership II

Specials:

  • Formation: Running Dark

Instead of upgrading the difficulty of all Leadership checks, add .

Source: FTNO

Improved Running Dark Stealth

Tier: 3

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Improved Running Dark Leadership II

Specials:

  • Formation: Running Dark

Downgrade difficulty of Stealth checks made by the unit a second time.

Source: FTNO

Improved Ship Armor I

Tier: 3

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I

Specials:

  • Formation: Screen Formation

Add 1 point of armor to the leader’s ship.

Source: FTNO

Improved Ship Hull II

Tier: 3

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Improved Ship Hull I

Specials:

  • Formation: Screen Formation
  • Replace Improved Ship Hull I

Add 2 points of hull to all ships in the squadron. These last only while in formation and are lost when breaking it, which mean -2 per ship, so a ship with 2 or less hull threshold left will explode.

Source: FTNO

Voluntary Navy Sacrifice

Tier: 3

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I

After resolving damage, the leader may eliminate a minion instead of applying damages normally.

The leader can forward a critical hit on a minion instead. Resolve like normal (Wound Threshold + 1). Must be called before rolling the critical hit.

Source: FTNO

Tier 4

Improved Ship Armor II

Tier: 4

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Improved Ship Armor II

Specials:

  • Formation: Screen Formation
  • Replace Improved Ship Armor I

Add 2 points of armor to the leader’s ship

Source: FTNO

Undespairable Squadron

Tier: 4

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Unthreatable

A squad cannot be disbanded (broken) using (still work with ).

Source: FTNO

Tier 5

Navy Formation Master

Tier: 5

Activation: Passive

Ranked: No

Prerequisites:

  • Squadron Leader I
  • Know at least 1 talent improving 3 different squadron formations

Specials:

  • GM discretion: a leader cannot combine opposite formations like Attack Formation and Evasive Maneuvers. These make a very powerful combo.

Allow the squad leader to merge two formations into one, giving the benefits of both formations at the same time. Requires a Daunting () check.

Source: FTNO

Stormtrooper Squad 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!

This talent tree upgrades the benefits provided by the Squads & Squadrons rules.


Core

Stormtrooper Squad Leader I

Tier: 1

Activation: Active (Incidental)

Ranked: No

Prerequisites:

  • Imperial Stormtrooper Corp or Imperial Security Bureau
  • Rank 3
  • Leadership 1
  • Knowledge (Warfare) 1

Once per game session, the squad leader may spend 2 Story Points to perform a second action (requires at least 8 squadmates) or may spend 1 Story Point to perform a second action (requires 12 squadmates).

Source: FTNO

Stormtrooper Squad Leader II

Tier: 3

Activation: Active (Incidental)

Ranked: No

Prerequisites:

  • Imperial Stormtrooper Corp or Imperial Security Bureau
  • Rank 4
  • Leadership 2
  • Knowledge (Warfare) 2
  • Stormtrooper Squad Leader I

Once per game session, the squad leader may spend 2 Story Points to perform a second action (requires at least 4 squadmates) or may spend 1 Story Point to perform a second action (requires 8 squadmates).

Source: FTNO

Stormtrooper Squad Leader III

Tier: 5

Activation: Active (Incidental)

Ranked: No

Prerequisites:

  • Imperial Stormtrooper Corp or Imperial Security Bureau
  • Rank 5
  • Leadership 3
  • Knowledge (Warfare) 3
  • Stormtrooper Squad Leader II

Once per game session, the squad leader may spend 2 Story Points to perform a second action (requires at least 1 squadmates) or may spend 1 Story Point to perform a second action (requires 4 squadmates).

Source: FTNO

Tier 1

Born Stormtrooper Squad Leader

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I

Add to Leadership checks targeting [type of units] and add to Leadership checks targeting [type of units] when not in formation.

Source: FTNO

Easy Stormtrooper Formation

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I

Downgrade leadership check required to create a formation to easy ().

Source: FTNO

Improved Stormtrooper Close I

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I

Specials:

  • Formation: Close

Add a second to any attack made by the squad.

Source: FTNO

Improved Stormtrooper Comm Silence I

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I

Specials:

  • Formation: Comm Silence

Add a second to all Stealth checks made by the unit.

Source: FTNO

Improved Stormtrooper Dug In I

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I

Specials:

  • Formation: Dug In

Add a second to any attack targeting the squad.

Source: FTNO

Improved Stormtrooper Mission Specialist I

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I

Specials:

  • Formation: Mission Specialist

Add to all “specialist checks”

Source: FTNO

Improved Stormtrooper Search Party I

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I

Specials:

  • Formation: Search Party

Add a second to any Survival checks to track a target and to all Perception checks.

Source: FTNO

Improved Stormtrooper Skirmish I

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I

Specials:

  • Formation: Skirmish

Add a second to any Vigilance checks made by the squad to determine initiative or to any Perception checks to detect enemies.

Source: FTNO

Improved Stormtrooper Skirmish Perception

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I

Specials:

  • Formation: Skirmish

Instead of that second , upgrade Perception checks to detect enemies once.

Source: FTNO

Quick Stormtrooper Formation

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I

Add when creating formation of [type of units].

Source: FTNO

Tight Stormtrooper Formation

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I

Lower the squad silhouette by 1.

Source: FTNO

Unshakable Stormtrooper Squad

Tier: 1

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I

Minions cannot be forced out of position using .

Source: FTNO

Tier 2

Improved Stormtrooper Comm Silence II

Tier: 2

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I
  • Improved Stormtrooper Comm Silence I

Specials:

  • Formation: Comm Silence
  • Replace Improved Stormtrooper Comm Silence I

Instead of that second , upgrade the check once

Source: FTNO

Improved Stormtrooper Mission Specialist II

Tier: 2

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I
  • Improved Stormtrooper Mission Specialist I

Specials:

  • Formation: Mission Specialist
  • Replace Improved Stormtrooper Mission Specialist I

Add to all “specialist checks”

Source: FTNO

Improved Stormtrooper Mission Specialist III

Tier: 2

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I
  • Improved Stormtrooper Mission Specialist II

Specials:

  • Formation: Mission Specialist
  • Replace Improved Stormtrooper Mission Specialist II

Add to all “specialist checks” and upgrade the check once

Source: FTNO

Improved Stormtrooper Skirmish Vigilance

Tier: 2

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I

Specials:

  • Formation: Skirmish

Instead of that second , upgrade any Vigilance checks made by the squad to determine initiative once.

Source: FTNO

Unthreatable Stormtrooper Squad

Tier: 2

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I

A squad cannot be disbanded (broken) using .

Source: FTNO

Tier 3

Fearless Stormtrooper Squad

Tier: 3

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I
  • Unthreatable

A squad cannot be disbanded after a failed fear check.

Source: FTNO

Hard to Hit (Skirmish)

Tier: 3

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I

Specials:

  • Formation: Skirmish

Enemies must spend 2 more instead of 1 to activate Auto-fire or Blast weapon qualities.

Source: FTNO

Improved Stormtrooper Close II

Tier: 3

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I
  • Improved Stormtrooper Close I

Specials:

  • Formation: Close
  • Replace Improved Stormtrooper Close I

Instead of that second , upgrade the check once.

Source: FTNO

Improved Stormtrooper Comm Silence III

Tier: 3

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I
  • Improved Stormtrooper Comm Silence II

Specials:

  • Formation: Comm Silence
  • Replace Improved Stormtrooper Comm Silence II

Instead of that second , upgrade the check twice

Source: FTNO

Improved Stormtrooper Dug In II

Tier: 3

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I
  • Improved Stormtrooper Dug In I

Specials:

  • Formation: Dug In
  • Replace Improved Stormtrooper Dug In I

Instead of that second , upgrade the difficulty once

Source: FTNO

Improved Stormtrooper Search Party II

Tier: 3

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I
  • Improved Stormtrooper Search Party I

Specials:

  • Formation: Search Party
  • Replace Improved Stormtrooper Search Party I

Instead of that second , upgrade the check once.

Source: FTNO

Voluntary Stormtrooper Sacrifice

Tier: 3

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I

After resolving damage, the leader may eliminate a minion instead of applying damages normally.

The leader can forward a critical hit on a minion instead. Resolve like normal (Wound Threshold + 1). Must be called before rolling the critical hit.

Source: FTNO

Tier 4

Stormtrooper Firing Squad

Tier: 4

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I

Specials:

  • Formation: Close
  • TO BE TESTED: this has the potential to create deadly/overpower combos

Upgrade attack checks once for each 4 squadmates after the first 4.

Source: FTNO

Undespairable Stormtrooper Squad

Tier: 4

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I
  • Unthreatable

A squad cannot be disbanded (broken) using (still work with ).

Source: FTNO

Tier 5

Improved Stormtrooper Close III

Tier: 5

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I
  • Improved Stormtrooper Close II

Specials:

  • Formation: Close
  • Replace Improved Stormtrooper Close II

Instead of that second , upgrade the check twice.

Source: FTNO

Improved Stormtrooper Dug In III

Tier: 5

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I
  • Improved Stormtrooper Dug In II

Specials:

  • Formation: Dug In
  • Replace Improved Stormtrooper Dug In II

Instead of that second , upgrade the difficulty twice.

Source: FTNO

Improved Stormtrooper Firing Squad

Tier: 5

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I
  • Stormtrooper Firing Squad

Specials:

  • Formation: Close
  • Replace Stormtrooper Firing Squad
  • TO BE TESTED: this has the potential to create deadly/overpower combos

Upgrade attack checks once for each 3 squadmates after the first 3.

Source: FTNO

Improved Stormtrooper Search Party III

Tier: 5

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I
  • Improved Stormtrooper Search Party II

Specials:

  • Formation: Search Party
  • Replace Improved Stormtrooper Search Party II

Instead of that second , upgrade the check twice.

Source: FTNO

Stormtrooper Formation Master

Tier: 5

Activation: Passive

Ranked: No

Prerequisites:

  • Stormtrooper Squad Leader I
  • Know at least 1 talent improving 3 different squad formations

Specials:

  • GM discretion: a leader cannot combine opposite formations like Close and Dug In. Close and Dug In make a very powerful combo.

Allow the squad leader to merge two formations into one, giving the benefits of both formations at the same time. Requires a Daunting () check.

Source: FTNO