Edges

Below is a quick summary of Edges here is a link to a more detailed listing Detailed Edges
Abbreviations under requirements:
WC = WildCard ( all PCs are wildcards), N=Novice, S=Seasoned, V=Veteran,H=Heroic ( all PCs will probably start Novice, the others you will learn about)
V=Vigor, Sm=Smarts, St=Strength, Sp=Spirit,A=Agility
All reference to dice values are that level or higher

Source Type Edge Requirements Effects
WW2 Leadership A Few Good Men H, Sm d8, Command, Inspire Provides better survivability to troops under your command ( up to 12 men )
WW2 Leadership — A Few More Good Men A Few Good Men Increases the effect to up to 24 men
WW2 Background Academy Graduate N, SM d6 +2 Charisma when dealing with “Headquarters” type officers of the same service branch, ignores Rank requirement for Leadership Edges, -2 Charisma with enlisted until Captain
SWD Professional Ace N, A d8 +2 to Boating, Driving, Piloting; may Soak rolls for vehicle at -2
SWD Professional Acrobat N, A d8, St d6 +2 to nimbleness-based Agility rolls; +1 Parry if unencumbered
SWD Background Alertness N +2 Notice
SWD Background Ambidextrous N, A d8 Ignore -2 penalty for using off-hand
SWD Power Arcane Background N, Special Allows access to Supernatural powers – not available to start
WW2 Background Arcane Exposure N, SM d8 +2 Sanity, +2 to fear rolls caused by supernatural events
WW2 Leadership Art of War N, Sm d8, Knowledge(Battle) d8 +2 to Knowledge(Battle) rolls when in Mass Battles
SWD Professional Assassin N, A d8, Climbing d6, Fighting d6, Stealth d8 +2 to damage when striking a foe unaware
SWD Background Attractive N, V d6 Charisma +2
SWD Background —Very Attractive N, Attractive Charisma +4
WW2 Social Band of Brothers WC, V, Common Bond gain benefits for sticking together, see book
SWD Background Berserk N See text(more useful for fighting than for shooting)
SWD Combat Block S, Fighting d8 Parry +1
SWD Combat —Imp. Block V, Block Parry +2
WW2 Combat Blood and Guts V +1 damage in bloody close combat
SWD Background Brave N, Sp d6 +2 to Fear tests
SWD Combat Brawler N, St d8 +2 to unarmed damage rolls
SWD Combat —Bruiser S, Brawler Bonus die to unarmed damage is d8 instead of d6
SWD Background Brawny N, St d6, V d6 Toughness +1; load limit is 8xSt instead of 5xSt
WW2 Combat Bullseye S May modify vehicle target critical hit die rolls by 1
WW2 Combat —Imp. Bullseye H May modify vehicle target critical hit die rolls by 2
SWD Social Charismatic N, Sp d8 Charisma +2
WW2 Background College Boy N, Sm d8 additiional 4 skill points for Smarts-related skills at least one of these must be a Knowledge skill at d6 or better ( their Major)
SWD Combat Combat Reflexes S +2 to recover from being Shaken
SWD Leadership Command N, Sm d6 +1 to troops recovering from being Shaken within 5"
SWD Leadership Command Voice N, Command, Rank Increase command radius to 10"
WW2 Professional Commando N, A d6, Sm d6, Sp d6, St d8, V d8, Fighting d6, Shooting d6, Stealth d8 see book
SWD Social Common Bond WC, N, Sp d8 May give Bennies to companions
SWD Social Connections N Call upon powerful friends
SWD Combat Counterattack S, Fighting d8 Receive free Fighting attack at -2 once per round when a foe fails a Fighting attack
SWD Combat —Imp. Counterattack V, Counterattack As counterattack but ignore the -2 penalty
WW2 Leadership Cry Havoc! V, Sp d8, Knowledge(Battle) d10, Command, Fervor Additional damage can be done during mass battles, once per mass battle
SWD Weird Danger Sense N Notice at -2 to detect surprise attacks/danger
SWD Wild Card Dead Shot WC, S, Shoot/Throw d10 Double ranged damage when dealt a Joker
WW2 Leadership Death Before Dishonor V, Knowledge(Battle) d10, Command, Hold the Line +2 to Spirit rolls when rolling for your troop’s Morale in Mass Battle
WW2 Professional Demo Man N, Knowledge(Demolitions) d6 +2 to all rolls made for demolitions except for notice
WW2 Combat Dig In! N, Smarts d6 With cover gains additional protection ( -1 penalty to opponents attacks, +1 to toughness against AOE while prone
WW2 Combat —Imp. Dig In! S, Dig In!
SWD Combat Dodge S, A d8 -1 to be hit with ranged attacks
SWD Combat —Imp. Dodge V, Dodge -2 to be hit with ranged attacks
SWD Combat Elan N, Sp d8 +2 when spending a Benny on a trait roll ( including Soak rolls)
SWD Combat Extraction N, A d8 Ignore one foes free attack when withdrawing from melee with an Agility roll
SWD Combat —Imp. Extraction N, Extraction As Extraction. With a raise, no foes get their free melee attack
SWD Background Fast Healer N, V d8 +2 to natural healing rolls
SWD Leadership Fervor V, Sp d8, Command +1 melee damage to troops in command
WW2 Combat Fire for Effect N, Sm d8 When calling for support reduce deviation rolls by 2" ( 10 feet), gain one additional support token
SWD Combat First Strike N, A d8 May attack one foe who moves adjacent
SWD Combat —Imp. First Strike H, First Strike May attack every foe who moves adjacent
SWD Background Fleet Footed N, A d6 +2 Pace, d10 runnign die instead of d6
SWD Combat Florentine N, A d8, Fighting d8 +1 vs. foes with a single weapon and no shield; ignore 1 point of gang up bonus
SWD Legendary Followers L, WC Attract 5 henchmen
SWD Combat Frenzy S, Fighting d10 1 extra Fighting attack at -2
SWD Combat —Imp. Frenzy V, Frenzy As Frenzy but no penalty
WW2 Professional Frogman N, Sm d6, St d6, V d8, Knowledge(Demolitions) d6, Swimming d8 Swimming rolls +1, Swimming Pace +1" ( 5’), negate aquatic creatures bonus of +2 against land creatures
SWD Professional Gadgeteer N, See Text May Jury-rig a device once per game sesson
SWD Combat Giant Killer V +1d6 damage when attacking large creatures
WW2 Combat Grazing Fire S, Rock and Roll, Shooting d8 improves effects of suppressing fire
WW2 Background Grizzled N, Sm d6, Sp d6, V d8, Fighting d8, Shooting d8 Character gets 4 advances but those advances must be repayed, characters starts at E-3 or Higher with the Rank Edge
SWD Combat Hard to Kill N, WC, Sp d8 Ignore wound penalties for Vigor rolls made on the Injury Table
SWD Combat —Harder to Kill V, Hard to Kill 50% chance of surviving “death”
SWD Weird Healer N, Sp d8 +2 Healing
SWD Leadership Hold the Line! S, Sm d8, Command Troops have +1 Toughness
WW2 Combat Hose ’em Down N, Shooting d8 increases area that can be affected by suppressing fire
WW2 Combat —Imp Hose ’em Down S, Hose ’em Down additional increase in area that can be affected by suppressing fire
SWD Combat Improvisational Fighter S, Sm d6 Ignores the usual -1 penalty to attack and Parry for improvised weapons
WW2 Combat Incoming! S allows the character to react and go prone before a nearby shell impact reducing shell damage by 2
SWD Leadership Inspire S, Command +1 to Spirit rolls of all troops in command
SWD Professional Investigator N, Sm d8, Inv. D8, Streetwise d8 +2 Investigation and Streetwise
SWD Professional Jack-of-All-Trades N, Sm d10 No -2 for unskilled Smarts-based tests
WW2 Professional Jump Qualified N +2 to all rolls associated with parachuting, such as maneuvering and landing
SWD Combat Killer Instinct H Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”
SWD Leadership Leader of Men V, Command Roll a d10 as a Wild Die for subordinates’ group rolls
SWD Combat Level Headed S, Sm d8, Command Act on best of two cards in combat
SWD Combat —Imp. Level Headed S, Level Headed Act on best of three cards in combat
SWD Background Linguist N, Sm d6 Begin play w/ a number of languages = to Sm; Sm -2 to be understood in any language heard for a week
SWD Weird Liquid Courage N, V d8 Gain Vigor die type after imbibing at least 8 oz of alcohol
SWD Background Luck N +1 Benny per session
SWD Background — Great Luck N, Luck +2 Bennies per session
SWD Combat Marksman S Aim maneuver (+2 Shooting) if hero does not move
SWD Combat Martial Artist N, Fighting d6 Never considered unarmed, +d4 to unarmed damage rolls
SWD Combat —Imp. Martial Artist V, Martial Artist, Fighting d12 +2 to unarmed damage rolls; may take this Edge up to five times
SWD Professional McGyver N, Sm d6, Repair d6, Notice d8 May improvise temporary gadgets
WW2 Professional Mechanically Inclined N, Sm d6, Repair d6 +2 to Knowledge or Repair rolls involving mechanical and electronic devices
WW2 Professional Medic! N, Healing d6 Allows you to quickly get common NPCs back into the fight
SWD Wild Card Mighty Blow WC, S, Fighting d10 Double melee damage when dealt Joker
SWD Professional Mr. Fix It N, See Text +2 to Repair rolls, 1/2 Repair time with raise
WW2 Background National Identity N, WC The character gains a benefit based on nationality, see book/GM for details
SWD Leadership Natural Leader N, Sp d8, Command Leader may give Bennies to troops in command
SWD Combat Nerves of Steel N, WC, V d8 Ignore 1 point of wound penalties
SWD Combat —Imp. Nerves of Steel N, Nerves of Steel Ignore 2 points of wound penalties
SWD Combat No Mercy S May spend Bennies on damage rolls
WW2 Combat Pickle Barrel N, Knowledge (Bombardier) d6 or Piloting d6 +2 on skill rolls to hit with bombs or torpedoes
SWD Legendary Professional L, d12 in Trait Trait becomes d12+1
SWD Legendary —Expert L, Prof. in Trait Trait becomes d12+2
SWD Legendary —Master L, WC, Expert in Trait Wild Die is d10 for on Trait
SWD Background Quick N Discard draw of 5 or less for new card
SWD Combat Quick Draw N, A d8 May draw weapon as a free action
WW2 Weird Radar N You have a sixth sense, or maybe just really keen hearing.. +2 armor versus area effect attacks
WW2 Weird Radio Head N see book
WW2 Leadership Rank N, Sm d6, more See book
SWD Combat Rock and Roll! S, Shooting d8 Ignore full-auto penalty if shooter doesn’t move
SWD Weird Scavenger N, Luck Find an essential piece of equipment once per session
SWD Professional Scholar N, d8 in affected skills +2 to two different Knowledge skills
WW2 Social Scrounger N, Sm d6, Streetwise d6 See book
SWD Legendary Sidekick L, WC Character gains a Novice WC sidekick
WW2 Weird Squid N +2 to Swimming rolls, can hold breath for 20x your Vigor in seconds
SWD Combat Steady Hands N, A d8 Ignore unstable platform penalty; Running penalty reduced to -1
SWD Combat Sweep N, St d8, Fighting d8 Attack all adjacent foes at -2
SWD Combat — Imp. Sweep V, Sweep As Sweep but no penalty
SWD Social Strong Willed N, Intimidation d6, Taunt d6 +2 Intimidation and Taunt, +2 to resist Tests of Will
SWD Leadership Tactician S, WC, Sm d8, Knowledge(Battle) d6, Command Make a Knowledge(Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to allies throught the course of the battle
WW2 Combat Tank Hunter N When attacking armored vehicles character acts as if they had AP +4 (Armor Piercing)
WW2 Combat — Imp Tank Hunter N, Tank Hunter Add d6 to any damage roll versus a vehicle with Heavy Armor
SWD Professional Thief N, A d8, Climbing d6, Lockpickng d6, Stealth d8 +2 Climb, Lockpick, Stealth or to disarm traps
SWD Legendary Tough as Nails L Toughness +1
SWD Legendary —Imp. Tough as Nails L, Tough as Nails Toughness +2
SWD Combat Trademark Weapon N, Fightin or Shooting d10 +1 Fighting or Shooting with a particular weapon
SWD Combat —Imp Trademark Weapon V, Trademark Weapon +2 Fighting or Shooting with a particular weapon
SWD Combat Two-Fisted N, A d8 May attack with a weapon in each hand without multi-action penalty
SWD Legendary Weapon Master L, Fightin d12 Parry +1
SWD Legendary —Master of Arms L, Weapon Master Parry +2
SWD Professional Woodsman N, Sp d6, Survival d8, Tracking d8 +2 Tracking, Survial and Stealth

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Edges

Weird War II Laslo