1 Advantage
- Recover 1 strain (may select more than once)
- Add a Boost Die to the next active character's skill check.
- Notice something important during the ongoing conflict, such as the location of a blast door's control panel.
- Inflict a critical injury with a successful attack that deals damage past soak (Advantage cost may vary)
- You hit the ground and roll to your feet, with your blaster in your hand.
- You get something useful off the target.
- Skill Benefits. Examples: Reduce Time Taken (Astrogation/Stealth), Inspire bystanders (Charm/Leadership), Foresee Complications (Cool/Discipline), High Quality Repairs (Mechanics), Eliminate Strain (Medicine), Reveal Opponent Vulnerability (Piloting), Learn (Resilience/Survival), Rumours (Streetwise), Environmental Benefits (Vigilance)
2 Advantage
- Perform an immediate free maneuver (cannot exceed 2 maneuvers per term limit)
- Add a Setback die to the targeted character's next skill check
- Add a Boost die to any allied character's next skill check, including yourself.
3 Advantage
- Ignore penalizing environmental effects, such as weather or zero gravity, until the end of your next turn.
- Add a Setback die to all melee or ranged attacks targeting you until the end of your next turn
- Force the target to drop a melee or ranged weapon he is wielding.
1 Triumph
- Anything from the previous charts, regardless of the Advantage cost.
- Upgrade the difficulty of the targeted character's next skill check.
- Upgrade any allied character's next skill check, including your own.
- Do something vital such as shooting the controls to the nearby blast doors to seal them shut.
- Someone you know is nearby and owes you a favour.
2 Triumph
- When dealing damage to a target, have the attack destroy a piece of equipment the target is using, such as blowing up her blaster or destroying her personal shield generator.