
(Based on both the prisoners with Moro and Bardock)
- Racial Requirement: Any
- Transformation Type: Awakening
- Awakening Type: Greater
- Awakening Origin: Mind
- Prerequisite(s): Diehard Talent
- Maximum No of Stacks: 1
- Tier of Power Requirement. 1+
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| +1 | +1 | +1 | – | +1 | +1 | – |
This Will Change Everything:
(1)-[Passive]: Increase the amount your Maximum Life Points are increased by Talents by 1 for each Power Level reached.
(2)-[Passive]: While below the Injured Health Threshold, increase your Combat Rolls and Soak Value by 1(T).
(3)-[Passive]: You gain access to the Guerilla Combat Special Maneuver.
(4)-[Triggered, Resource]: If you receive Damage from an Attacking Maneuver or lose a Clash initiated by an Opponent for the effects of a Special Maneuver or Unique Ability, gain a stack of Rebellion (max 3, and only gain 1 stack of you lose multiple Clashes for the effects of an Opponent’s Special Maneuver/Unique Ability).
(5)-[Automatic]: At the end of your turn, lose all stacks of Rebellion.
(6)-[Triggered, 1/Round]: When making an Attacking Maneuver, you may spend any number of Rebellion stacks to increase your Wound Roll for that Attacking Maneuver by 1(T) for each stack spent.
(7)-[Triggered, 1/Round]: When you make a Steadfast Check, you may spend a stack of Rebellion to increase the Dice Score of that Steadfast Check by 1.
(8)-[Triggered, 1/Round]: When making a Clash against an Opponent through the effects of their Special Maneuver or Unique Ability, you may spend a stack of Rebellion to increase your Dice Score for that Clash by 1(T). If that Clash was a Skill Clash, increase your Dice Score by 2 instead.
(9)-[Triggered, 1/Round]: When making a Clash through the effects of the Guerilla Combat Special Maneuver, you may spend up to 2 stacks of Rebellion to increase your Dice Roll for that Clash by 1(T) for each Rebellion stack spent.
(10)-[Triggered, 1/Encounter]: If you spend 3 stacks of Rebellion through the 6th effect of This Will Change Everything, apply an Energy Charge to that Attacking Maneuver.
Guerilla Combat Special Maneuver
Guerilla Combat [1/Round]:
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–Minions: Free
–KP Cost: 4(T)
–Exploitable: If you fail the Clash.
–Effect: Target a Square. Make a Clash (Strike vs Strike/Dodge) against all Opponents within a Sphere AoE (centered on your target Square). If you win, those Opponents gain the Guard Down and Staggered Combat Conditions until you conclude an Attacking Maneuver that targets them or this turn ends (whichever happens first).
If you win the Clash against all Opponents within that AoE, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver.