Profession : Marine
Species : Silicoid
Alien Ability : Rocky: Silicoids may reduce any damage inflicted upon them by 1d6. Note: this does not affect non- point-based damaging effects such as disintegrators or stun effects.
Strong: Silicoids have +10 Carry limit and deal +1 damage on all melée attacks.
|Sure Handed||You may choose to ignore the dangerous effects of your dangerous weapons. Any time you would damage a module or a friendly with a direct personal attack you may reroll a damage die. You get a free reroll on attempts to quickdraw, o repair personal items. Reduce the penalty for using an item after quickdrawing by 1. You also get +1 Luck.|
|JetPack Jockey||Reduce the difficulty by 3 for your Piloting skill checks to use a JetPack. You also get a reroll in JetPack skill checks.|
|Shock Trooper||As a free action at the end of your final movement in a Phase, you may spend from this pool to go on overwatch to attack with a personal weapon (or unarmed). Note that you may not go on overwatch in the middle of your action.||6|
|Energy Blade||3d6-3 damage. Dangerous. Hurts you on doubles. Each time you use an Energy Blade in a module, roll one die. If that die comes up “6” the ship suffers 1 point of hull damage and the module gets a broken marker.||8|
|Toolkit||Reduce the difficulty of Engineering skill checks to upgrade, repair, install or put out local fires by 1.||5|
|Medkit||A MedKit in hand allows you to use your Science skill to heal, detoxify or de-ionize yourself and/or adjacent characters.||5|