Security talents typically relate to characters with a high Security rating.
Ambush Tactics
REQUIREMENT: Security 3+
When you succeed at an Attack against an enemy who is unaware of your presence, or who is suffering from a trait or complication which represents a weakness or vulnerability, increase the Severity of the Attack by 2.
Applied Force
REQUIREMENT: Security 4+, Fitness 9+
When you make a Melee Attack, you may use Fitness instead of Daring. In addition, you add 1 to the Severity of your Unarmed Attacks.
Calibrated Munitions
REQUIREMENTS: Security 4+, Engineering 3+
You’ve spent many duty hours carefully tuning and refining the ship’s weapon systems. When you use the Calibrate Weapons minor action (page 305 of the core rulebook), the weapon’s damage on your next attack increases by 2 instead of 1. In addition, when you fire a weapon with the Calibration quality, increase its damage by 1.
Close Protection
REQUIREMENT: Security 4+
When you make a successful Attack, you may spend 1 Momentum to protect a single ally within Close range. The next Attack against that ally before the start of your next turn increases in Difficulty by 1.
Crisis Management
REQUIREMENT: Security 3+ or Command 3+
The Momentum cost to use the Direct major action (page 289) is removed.
Defensive Training
REQUIREMENT: Security 2+
Select either Melee Attacks or Ranged Attacks when you acquire this talent. Attacks against you of the chosen type increase in Difficulty by 1.
Fire at Will
REQUIREMENT: Security 3+
If you make an Attack, you may use the Swift Action Momentum spend for 1 Momentum rather than 2, but the second major action you take must also be an Attack.
Get Down!
REQUIREMENT: Security 2+
You and any allies within Close range gain +1 Protection while in Cover.
Interrogation
REQUIREMENT: Security 3+
When you succeed at a task to coerce someone to reveal information in a social conflict, you may ask one question for free, as per the Obtain Information Momentum spend.
Lead Investigator
REQUIREMENT: Security 3+ or Conn 3+
Whenever you attempt a task to retrieve or analyze evidence of a crime, you may re-roll 1d20. When you spend one or more Momentum to Obtain Information to ask questions about a crime scene or evidence, you may ask one additional question.
Martial Artist
REQUIREMENT: Security 4+
Your Unarmed Strike Attack may be used to inflict Deadly Injuries as well as Stun Injuries.
Mean Right Hook
REQUIREMENT: Security 4+
Your Unarmed Strike Attack gains the Intense quality.
Pack Tactics
REQUIREMENT: Security 4+
Whenever you Assist another character during combat, the character you assisted gains 1 bonus Momentum if they succeed.
Piercing Salvo
REQUIREMENT: Security 4+
When you make a Torpedo Attack, you may spend 2 Momentum (Immediate) to add the Piercing quality.
Precision Targeting
REQUIREMENTS: Security 3+ and Conn 3+
You can more easily pick out and target specific systems when making an Attack against an enemy vessel. When you make an Attack with starship weapons that targets a specific ship system, you may re-roll a d20.
Quick to Action
REQUIREMENT: Security 3+
During the first round of any combat, you and your allies may ignore the normal cost to Keep the Initiative.
Steady Hands
REQUIREMENTS: Security 3+ and Control 9+
When you take the Aim minor action (page 288) before a Ranged Attack, you add 1 to the Attack’s Severity, in addition to the other effects of aiming.
Tactical Countermeasures
REQUIREMENTS: Security 3+, Engineering 3+
You have studied the weapon systems commonly used across the Galaxy, and you know the best ways to counter them. When you take the Modulate Shields major action (page 305 of the core rulebook) during starship combat, you increase the ship’s Resistance by an amount equal to your Security rating.
During personal combat, if you create a trait that represents creating or modifying a force field, energy field, or dampening field, then all allies protected by that field gain +1 Protection against a single type of energy weapons (phasers, disruptors, plasma weapons, etc.).
Well-Maintained Arsenal
REQUIREMENTS: Security 3+, Engineering 2+
One of your duties is to maintain the weapons used by the ship’s personnel, and you take that duty very seriously. Each scene, any character using a weapon from the ship’s weapons lockers may ignore the first complication rolled when making an attack or attempting another task using that weapon. Further, when you attempt a task to create a trait that represents modifying, calibrating, or modulating a weapon, reduce the Difficulty by 1.
This covers any standard issue weapons, or any obtained by paying the Opportunity Cost aboard ship, excluding those gained from other talents.