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srb:tech_specialization [2020/07/22 10:04] (current) weby |
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| * An Adhesive Mine is always placed in a square. | * An Adhesive Mine is always placed in a square. | ||
| * Cooldown: 2 actions | * Cooldown: 2 actions | ||
| + | * Requires a can of chillants(takes a grenade slot) | ||
| + | |||
| Anyone, identified as enemy by the character’s IFF, | Anyone, identified as enemy by the character’s IFF, | ||
| passing the through the square triggers the mine, | passing the through the square triggers the mine, | ||
| Line 214: | Line 216: | ||
| Explosive Hack: | Explosive Hack: | ||
| - | * If affected targets are destroyed, while this power last, they deal 3d6 points of damage to any creature within 2 squares | + | * If affected targets are destroyed, while this power last, they deal 4d6 points of damage to any creature within 2 squares |
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| Recharge: | Recharge: | ||
| Line 225: | Line 227: | ||
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| Tech Vulnerability: | Tech Vulnerability: | ||
| - | * Affected creatures take a -5 penalty on saves against Tech powers and take additional | + | * Affected creatures take a -5 penalty on saves against Tech powers and take additional |
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| ==== Combat Drone ==== | ==== Combat Drone ==== | ||
| Create a solid holographic sphere to attack your enemies. | Create a solid holographic sphere to attack your enemies. | ||
| - | Prerequisite: | + | |
| * Activation: 1 action | * Activation: 1 action | ||
| * Effect: This power summons forth a Combat Drone that fights for the character. No more than one Combat Drone can be active at any given time. After the drone is destroyed or disappears, the character suffers a blowback that messes up his computers and omnitool, imposing the cooldown time of this power. The drone remains active until destroyed or until the end of the encounter. The drone never goes beyond 29 squares away from the character and performs no other actions than attacking the character’s enemies. | * Effect: This power summons forth a Combat Drone that fights for the character. No more than one Combat Drone can be active at any given time. After the drone is destroyed or disappears, the character suffers a blowback that messes up his computers and omnitool, imposing the cooldown time of this power. The drone remains active until destroyed or until the end of the encounter. The drone never goes beyond 29 squares away from the character and performs no other actions than attacking the character’s enemies. | ||
| * Cooldown: 4 actions after previous Combat Drone has disappeared or was destroyed. | * Cooldown: 4 actions after previous Combat Drone has disappeared or was destroyed. | ||
| + | * Requires a microdrone | ||
| If the character manages to move away | If the character manages to move away | ||
| Line 267: | Line 269: | ||
| This power has the following statistics: | This power has the following statistics: | ||
| * Drone has a Defense of 15. | * Drone has a Defense of 15. | ||
| - | * Drone has 20 Shield HP. | + | * Drone has 30 Shield HP. |
| * Drone has an attack range of 4 squares | * Drone has an attack range of 4 squares | ||
| * Drone has an attack bonus equal to character’s Int modifier × 2. | * Drone has an attack bonus equal to character’s Int modifier × 2. | ||
| - | * Drone deals 2d6 damage per attack. | + | * Drone deals 3d6 damage per attack. |
| * Drone can move at a speed of 4 squares | * Drone can move at a speed of 4 squares | ||
| * Cost: 2 tech points to activate. | * Cost: 2 tech points to activate. | ||
| Line 276: | Line 278: | ||
| Changes: | Changes: | ||
| * Drone has a Defense of 17. | * Drone has a Defense of 17. | ||
| - | * Drone has 25 Shield HP. | + | * Drone has 50 Shield HP. |
| - | | + | * Cooldown is reduced to 3 actions. |
| === Rank 3 === | === Rank 3 === | ||
| Changes: | Changes: | ||
| - | * Drone has 30 Shield HP. | + | * Drone has 60 Shield HP. |
| - | * Drone deals 3d6 damage per attack. | + | * Drone deals 4d6 damage per attack. |
| * Cost: 3 tech points to activate. | * Cost: 3 tech points to activate. | ||
| === Rank 4 === | === Rank 4 === | ||
| Line 301: | Line 303: | ||
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| Shield & Damage: | Shield & Damage: | ||
| - | * Increase drone’s Shield HP by 10 and Defense by +2. | + | * Increase drone’s Shield HP by 20 and Defense by +2. |
| * Increase drone’s damage by 1d6. | * Increase drone’s damage by 1d6. | ||
| - | *• Drone’s attack is increased by Int modifier × 1. | + | * Drone’s attack is increased by Int modifier × 1. |
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| === Rank 6 === | === Rank 6 === | ||
| Line 327: | Line 329: | ||
| * Activation: 1 action | * Activation: 1 action | ||
| * Range: Target must be up to 12 squares away | * Range: Target must be up to 12 squares away | ||
| - | * Effect: When activated, the user’s | + | * Effect: When activated, the user’s |
| + | | ||
| + | | ||
| * Cooldown: 4 actions | * Cooldown: 4 actions | ||
| * Save: Fortitude save negates. DC equals 10 + Electronics ranks divided by 2 + Int modifier. | * Save: Fortitude save negates. DC equals 10 + Electronics ranks divided by 2 + Int modifier. | ||
| + | * Requires a can of coolant | ||
| The character must succeed on a ranged touch attack to | The character must succeed on a ranged touch attack to | ||
| Line 366: | Line 371: | ||
| | | ||
| Cryo Explosion: | Cryo Explosion: | ||
| - | | + | |
| === Rank 6 === | === Rank 6 === | ||
| This power gains one of the following upgrades: | This power gains one of the following upgrades: | ||
| Line 374: | Line 379: | ||
| | | ||
| Frozen Vulnerability: | Frozen Vulnerability: | ||
| - | | + | |
| | | ||
| | | ||
| Line 385: | Line 390: | ||
| * Activation: 1 action | * Activation: 1 action | ||
| * Range: Area up to 12 squares away | * Range: Area up to 12 squares away | ||
| - | * Effect: This power is extremely useful for battlefield control because it not only dazes creatures in the target area but also negates them the ability to use Tech and Biotic powers for a short time. Affected targets can spend 1 full round (in which they cannot take damage or the attempt is ruined) and make an Electronics check with a DC equal to save DC to reboot the systems of their omni-tools and armors to remove the effects of this power. | + | * Effect: This power is extremely useful for battlefield control because it not only dazes creatures in the target area but also negates them the ability to use Tech and Biotic powers for a short time. |
| + | | ||
| * Cooldown: 7 actions | * Cooldown: 7 actions | ||
| * Save: Will save negates the daze effect. DC equals 10 + Life Science ranks divided by 2 + Int modifier. | * Save: Will save negates the daze effect. DC equals 10 + Life Science ranks divided by 2 + Int modifier. | ||
| Line 416: | Line 422: | ||
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| Radius: | Radius: | ||
| - | * Increase affected area radius by 5 ft. | + | * Increase affected area radius by 1 square |
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| === Rank 5 === | === Rank 5 === | ||
| Line 445: | Line 451: | ||
| * Activation: 1 action | * Activation: 1 action | ||
| * Range: Target up to 12 squares away. | * Range: Target up to 12 squares away. | ||
| - | * Effect: Energy Drain saps enemies’ kinetic barrier power to boost the character’s shields, while affecting all around the target. Synthetics/ mechs in the area without Shield HP take the same amount of damage but the character does not gain any Shield HP from them. | + | * Effect: Energy Drain saps enemies’ kinetic barrier power to boost the character’s shields, while affecting all around the target. Synthetics/ |
| * Cooldown: 3 actions | * Cooldown: 3 actions | ||
| In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. | In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. | ||
| Line 454: | Line 460: | ||
| This power has the following statistics: | This power has the following statistics: | ||
| * Area affected: square radius centered on the target. | * Area affected: square radius centered on the target. | ||
| - | * Damage dealt to Shields: | + | * Damage dealt to Shields: |
| * Character gains: 50% of damage dealt as Shield HP. | * Character gains: 50% of damage dealt as Shield HP. | ||
| * Cost: 2 tech points to activate. | * Cost: 2 tech points to activate. | ||
| Line 463: | Line 469: | ||
| === Rank 3 === | === Rank 3 === | ||
| Changes | Changes | ||
| - | * Damage dealt to Shields: | + | * Damage dealt to Shields: |
| * Cost: 3 tech points to activate. | * Cost: 3 tech points to activate. | ||
| === Rank 4 === | === Rank 4 === | ||
| Line 500: | Line 506: | ||
| * Activation: 1 action | * Activation: 1 action | ||
| * Range: Target must be within 12 squares | * Range: Target must be within 12 squares | ||
| - | * Effect: A high-explosive plasma round fired from the that inflicts damage over time to the target and those near it. Burning duration lasts a number of actions equal to this power’s rank. | + | * Effect: A high-explosive plasma round fired from the that inflicts damage over time to the target and those near it. |
| + | | ||
| * The character must succeed on a ranged touch attack to affect the target. Affected creatures can put out the flames normally by spending one action (they do not take damage during the action they spend putting out the flames) | * The character must succeed on a ranged touch attack to affect the target. Affected creatures can put out the flames normally by spending one action (they do not take damage during the action they spend putting out the flames) | ||
| * If this power is used to kill frozen targets, the target explodes and any adjacent creature is immediately frozen for 1 action. | * If this power is used to kill frozen targets, the target explodes and any adjacent creature is immediately frozen for 1 action. | ||
| * Cooldown: 4 actions | * Cooldown: 4 actions | ||
| + | * Requires a can of volatiles like camping gas | ||
| In ranks 4, 5 and 6, choose one of two different | In ranks 4, 5 and 6, choose one of two different | ||
| Line 510: | Line 518: | ||
| === Rank 1 === | === Rank 1 === | ||
| This power has the following statistics: | This power has the following statistics: | ||
| - | * Damage dealt: | + | * Damage dealt: |
| * Damage dealt to Plating: +50%. | * Damage dealt to Plating: +50%. | ||
| * Cost: 2 tech points to activate. | * Cost: 2 tech points to activate. | ||
| Line 519: | Line 527: | ||
| === Rank 3 === | === Rank 3 === | ||
| Changes: | Changes: | ||
| - | * Damage dealt: | + | * Damage dealt: |
| * Cost: 2 tech points to activate. | * Cost: 2 tech points to activate. | ||
| === Rank 4 === | === Rank 4 === | ||
| Line 525: | Line 533: | ||
| Damage: | Damage: | ||
| - | * Increase damage by 1d8. | + | * Increase damage by 2d6. |
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| Radius: | Radius: | ||
| Line 534: | Line 542: | ||
| Burning Damage: | Burning Damage: | ||
| - | * Increase damage taken for each action spend while burning by 1d8. | + | * Increase damage taken for each action spend while burning by 2d6. |
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| Recharge Speed: | Recharge Speed: | ||
| Line 557: | Line 565: | ||
| * Effect: This infects the armor and weapons of creatures in the area. The virus affects disrupts weapon’s targeting systems and counteracts the armor’s shield generators. | * Effect: This infects the armor and weapons of creatures in the area. The virus affects disrupts weapon’s targeting systems and counteracts the armor’s shield generators. | ||
| * Cooldown: 8 actions | * Cooldown: 8 actions | ||
| + | * Note: Not very useful at start as most enemies will not have shields or targeting systems in weapons. | ||
| + | |||
| + | |||
| In ranks 4, 5 and 6, choose one of two different permanent | In ranks 4, 5 and 6, choose one of two different permanent | ||
| effects at each rank. | effects at each rank. | ||
| Line 562: | Line 573: | ||
| === Rank 1 === | === Rank 1 === | ||
| This power has the following statistics: | This power has the following statistics: | ||
| - | * Affected creatures have their Shield HP DR reduced by 1. If this would bring their Shield HP DR below 0, then they suffer an additional damage, from any source and shot that damages their Shield HP, equal to the negative amount of the Shield HP DR. | + | * Affected creatures have their Shield HP DR reduced by 2. If this would bring their Shield HP DR below 0, then they suffer an additional damage, from any source and shot that damages their Shield HP, equal to the negative amount of the Shield HP DR. |
| - | * Affected creatures suffer a -1 penalty to attack when using pistols, submachine guns, shotguns, assault rifles, sniper rifles and a -1 penalty to all Heavy Weapons checks when using heavy weapons. | + | * Affected creatures suffer a -1 penalty to attack when using pistols, submachine guns, shotguns, assault rifles, sniper rifles and a -1 penalty to all Heavy Weapons checks when using heavy weapons |
| * Area radius: 2 squares | * Area radius: 2 squares | ||
| * Effect lasts for 5 actions. | * Effect lasts for 5 actions. | ||
| Line 600: | Line 611: | ||
| Virulence: | Virulence: | ||
| - | * Increases the Shield HP DR reduction to 2. | + | * Increases the Shield HP DR reduction to 4. |
| * Increases cost by 2 tech points | * Increases cost by 2 tech points | ||
| Sabotage: | Sabotage: | ||
| - | * Affected creatures suffer a -1 penalty on all damage rolls made with pistols, submachine guns, assault rifles, shotguns, sniper rifles and heavy weapons (not multiplied on a critical hit) | + | * Affected creatures suffer a -2 penalty on all damage rolls made with beam/ |
| * Increases cost by 2 tech points. | * Increases cost by 2 tech points. | ||
| + | |||
| ==== Neural Shock ==== | ==== Neural Shock ==== | ||
| Paralyze target organic creature. | Paralyze target organic creature. | ||
| Line 611: | Line 623: | ||
| * Activation: 1 action | * Activation: 1 action | ||
| * Range: Target up to 12 squares away | * Range: Target up to 12 squares away | ||
| - | * Effect: Neural Shock paralyzes organic enemies for a brief amount of time. The target can make a Fortitude save to resist the effect when it hits. Failing this save paralyzes the target but every action he remains paralyzed he can attempt a Fortitude save to break the effect of this power. | + | * Effect: Neural Shock paralyzes organic enemies for a brief amount of time. The target can make a Fortitude save to resist the effect when it hits. |
| + | | ||
| * The character must succeed on a ranged touch attack to affect the target. | * The character must succeed on a ranged touch attack to affect the target. | ||
| * Targets under this power’s effect cannot be targeted again while under this power’s effect. | * Targets under this power’s effect cannot be targeted again while under this power’s effect. | ||
| Line 667: | Line 680: | ||
| * Activation: 1 action | * Activation: 1 action | ||
| * Range: Target up to 12 squares away. | * Range: Target up to 12 squares away. | ||
| - | * Effect: Overload blasts enemies and shuts down an enemy’s shields, rendering them vulnerable to attack. Affected synthetics or mechs are stunned for a brief period of time. Effects vary with rank. Affected creatures can attempt a save to negate the stunning effect. It can also be used on explosive containers to make them detonate more violently dealing 50% more damage than they usually would do. | + | * Effect: Overload blasts enemies and shuts down an enemy’s shields, rendering them vulnerable to attack. |
| + | * Affected synthetics or mechs are stunned for a brief period of time. Effects vary with rank. Affected creatures can attempt a save to negate the stunning effect. | ||
| + | * It can also be used on explosive containers to make them detonate more violently dealing 50% more damage than they usually would do. | ||
| * This power deals double damage to shields but little to unprotected organics. It doesn’t deal extra damage to barrier. | * This power deals double damage to shields but little to unprotected organics. It doesn’t deal extra damage to barrier. | ||
| * No ranged touch attack is required. | * No ranged touch attack is required. | ||
| Line 678: | Line 693: | ||
| === Rank 1 === | === Rank 1 === | ||
| This power has the following statistics: | This power has the following statistics: | ||
| - | * Damage done to Shields HP, synthetics and machines: | + | * Damage done to Shields HP, synthetics and machines: |
| - | * Damage done to organics | + | * Damage done to organics |
| * Stunning duration: 1 action. | * Stunning duration: 1 action. | ||
| * Cost: 1 tech point to activate. | * Cost: 1 tech point to activate. | ||
| === Rank 2 === | === Rank 2 === | ||
| Changes: | Changes: | ||
| - | * Damage done to Shields HP, synthetics and machines: | + | * Damage done to Shields HP, synthetics and machines: |
| * Cooldown reduced to 2 actions. | * Cooldown reduced to 2 actions. | ||
| === Rank 3 === | === Rank 3 === | ||
| Changes: | Changes: | ||
| - | * Damage done to Shields HP, synthetics and machines: | + | * Damage done to Shields HP, synthetics and machines: |
| - | * Damage done to organics | + | * Damage done to organics |
| * Cost: 2 tech point to activate. | * Cost: 2 tech point to activate. | ||
| === Rank 4 === | === Rank 4 === | ||
| Line 698: | Line 713: | ||
| *Hit one additional creature within 3 squares of the target. | *Hit one additional creature within 3 squares of the target. | ||
| Damage: | Damage: | ||
| - | * Increase damage to Shields HP, synthetics and machines by 2d6. | + | * Increase damage to Shields HP, synthetics and machines by 3d6. |
| === Rank 5 === | === Rank 5 === | ||
| This power gains one of the following upgrades: | This power gains one of the following upgrades: | ||
| Line 709: | Line 724: | ||
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| === Rank 6 === | === Rank 6 === | ||
| - | This power gains one of the followingupgrades: | + | This power gains one of the following upgrades: |
| Chain Overload: | Chain Overload: | ||
| Line 715: | Line 730: | ||
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| Shield Damage: | Shield Damage: | ||
| - | * Increase damage done to Shield HP, synthetics and machines by 2d6. | + | * Increase damage done to Shield HP, synthetics and machines by 3d6. |
| - | • Increase cost by 1 tech point. | + | * Increase cost by 1 tech point. |
| ==== Proximity Mine ==== | ==== Proximity Mine ==== | ||
| Deploy a tech-mine that explodes into flames when | Deploy a tech-mine that explodes into flames when | ||
| Line 728: | Line 743: | ||
| * Save: Reflex save halves damage. DC equals 10 + Electronics ranks divided by 2 + Int modifier. | * Save: Reflex save halves damage. DC equals 10 + Electronics ranks divided by 2 + Int modifier. | ||
| * Cooldown: 2 actions | * Cooldown: 2 actions | ||
| + | * Requires a grenade | ||
| In ranks 4, 5 and 6, choose one of two different permanent | In ranks 4, 5 and 6, choose one of two different permanent | ||
| Line 735: | Line 751: | ||
| This power has the following statistics: | This power has the following statistics: | ||
| * Area radius that triggers the mine: 1 square | * Area radius that triggers the mine: 1 square | ||
| - | * Damage: | + | * Damage: |
| * Blast Radius: 2 squares | * Blast Radius: 2 squares | ||
| * Cost: 2 tech points to activate. | * Cost: 2 tech points to activate. | ||
| === Rank 2 === | === Rank 2 === | ||
| - | Change: | + | This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus. |
| - | * Cooldown reduced to 1 action. | + | |
| === Rank 3 === | === Rank 3 === | ||
| Changes: | Changes: | ||
| - | * Damage: | + | * Damage: |
| * Cost: 3 tech points to activate. | * Cost: 3 tech points to activate. | ||
| + | * Cooldown reduced to 1 action. | ||
| === Rank 4 === | === Rank 4 === | ||
| This power gains one of the following upgrades: | This power gains one of the following upgrades: | ||
| Damage: | Damage: | ||
| - | * Increase damage by 1d8. | + | * Increase damage by 2d6. |
| Blast Radius: | Blast Radius: | ||
| * Increase blast area radius by 1 square | * Increase blast area radius by 1 square | ||
| Line 765: | Line 782: | ||
| Damage: | Damage: | ||
| - | * Increase damage by 2d8. | + | * Increase damage by 2d6. |
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| Trigger Area & Blast Radius: | Trigger Area & Blast Radius: | ||
| Line 777: | Line 794: | ||
| * Activation: 1 action | * Activation: 1 action | ||
| * Range: Target must be within 12 squares | * Range: Target must be within 12 squares | ||
| - | * Effect: Sabotage is used to stop an enemy from firing at you by overheating the target’s weapons. This only overheats the weapon being used, so if the target has other weapons he can still switch and use them. Certain enemies, however, especially synthetics and mechs, have little variety in firepower. For creatures wielding more than 1 weapon, the character must select which weapon this power affects. The target can save to avoid this power’s effects. | + | * Effect: Sabotage is used to stop an enemy from firing at you by overheating the target’s weapons. |
| - | * Affected targets can spend 1 full round (in which they cannot take damage or the attempt is ruined) and make an Electronics check with a DC equal to save DC to reboot the systems of their weapons to remove the effects of this power. | + | |
| + | | ||
| + | | ||
| + | | ||
| + | * Affected targets can spend 1 full round (in which they cannot take damage or the attempt is ruined) and make an Electronics | ||
| * The character must succeed on a ranged touch attack to affect the target. Like Overload, this power can be used on explosive containers to make them detonate more violently dealing 50% more damage than they usually would do. | * The character must succeed on a ranged touch attack to affect the target. Like Overload, this power can be used on explosive containers to make them detonate more violently dealing 50% more damage than they usually would do. | ||
| * Save: Will save negates. DC equals 10 + Engineering ranks divided by 2 + Int modifier. | * Save: Will save negates. DC equals 10 + Engineering ranks divided by 2 + Int modifier. | ||
| * Cooldown: 4 actions | * Cooldown: 4 actions | ||
| + | * Requires a can of grit | ||
| In ranks 4, 5 and 6, choose one of two different | In ranks 4, 5 and 6, choose one of two different | ||
| Line 820: | Line 841: | ||
| Damage: | Damage: | ||
| - | * This power now deals 3d6 points of damage to Shield HP, synthetics and mechs. | + | * This power now deals 4d6 points of damage to Shield HP, synthetics and mechs. |
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| Improved Duration: | Improved Duration: | ||
| Line 832: | Line 853: | ||
| * Activation: 1 action | * Activation: 1 action | ||
| * Range: Turret must be placed within 4 squares | * Range: Turret must be placed within 4 squares | ||
| - | * Effect: This power allows the character to send a small device that floats 3 ft in the air turns itself into a turret. This turret fires blasts of energy against an enemy within range, at a rate of 1 blast per action. Like a Combat Drone, the turret also possesses 2 actions, however it cannot move so it can spend its two actions attacking. | + | * Effect: This power allows the character to send a small device that turns itself into a turret. |
| - | * The character must deploy the turret in a square up to 4 squares away. Also like the Combat Drone, it cannot be at a distance higher than 20 squares from the character. Since it cannot move, if the character moves more than 20 squares from the turret, the Sentry Turret is destroyed. | + | |
| + | | ||
| + | * The character must deploy the turret in a square up to 4 squares away. | ||
| + | | ||
| + | | ||
| * The turret lasts until destroyed, until the end of the encounter or until the character deploys another. | * The turret lasts until destroyed, until the end of the encounter or until the character deploys another. | ||
| * Cooldown: 4 actions | * Cooldown: 4 actions | ||
| + | * Requires a turret core. | ||
| + | |||
| In ranks 4, 5 and 6, choose one of two different permanent | In ranks 4, 5 and 6, choose one of two different permanent | ||
| effects at each rank. | effects at each rank. | ||
| Line 842: | Line 869: | ||
| This power has the following statistics: | This power has the following statistics: | ||
| | | ||
| - | | + | |
| | | ||
| | | ||
| - | | + | |
| | | ||
| === Rank 2 === | === Rank 2 === | ||
| Changes: | Changes: | ||
| - | | + | |
| | | ||
| === Rank 3 === | === Rank 3 === | ||
| Changes | Changes | ||
| - | * Turret has 40 Shield HP. | + | * Turret has 80 Shield HP. |
| - | | + | |
| | | ||
| === Rank 4 === | === Rank 4 === | ||
| Line 861: | Line 888: | ||
| Shield & Damage: | Shield & Damage: | ||
| - | | + | |
| - | | + | |
| | | ||
| | | ||
| Line 875: | Line 902: | ||
| | | ||
| Armor-Piercing Ammo: | Armor-Piercing Ammo: | ||
| - | | + | |
| | | ||
| === Rank 6 === | === Rank 6 === | ||
| Line 883: | Line 910: | ||
| | | ||
| | | ||
| - | | + | |
| | | ||
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| Line 892: | Line 919: | ||
| | | ||
| | | ||
| - | | + | |
| - | | + | |
| | | ||
| ==== Shield Block ==== | ==== Shield Block ==== | ||
| Line 922: | Line 949: | ||
| This power has the following statistics: | This power has the following statistics: | ||
| * Character gains +1 cover bonus for the duration of this power. | * Character gains +1 cover bonus for the duration of this power. | ||
| - | * Melee bonus damage: +1d6. This damage is multiplied on critical hits. | + | * Melee bonus damage: +1d8. This damage is multiplied on critical hits. |
| * On a successful melee strike: 1 square knockback | * On a successful melee strike: 1 square knockback | ||
| * Cooldown of other powers is increased by 2 actions. | * Cooldown of other powers is increased by 2 actions. | ||
| Line 933: | Line 960: | ||
| === Rank 3 === | === Rank 3 === | ||
| Changes: | Changes: | ||
| - | * Melee bonus damage: +2d6. Damage is multiplied on critical hits. | + | * Melee bonus damage: +3d6. Damage is multiplied on critical hits. |
| * Cost: 3 Tech Points | * Cost: 3 Tech Points | ||
| === Rank 4 === | === Rank 4 === | ||
| Line 940: | Line 967: | ||
| Resilient: | Resilient: | ||
| * Increase Cover bonus, provided by this power, by 1. | * Increase Cover bonus, provided by this power, by 1. | ||
| - | * Increase Shield DR by 1 | + | * Increase Shield DR by 2 |
| * Increase Tech Point Cost by 1 | * Increase Tech Point Cost by 1 | ||
| Unobstructive: | Unobstructive: | ||
| Line 951: | Line 978: | ||
| Advanced Protection: | Advanced Protection: | ||
| * Increase Cover bonus, provided by this power, by 1. | * Increase Cover bonus, provided by this power, by 1. | ||
| - | * Increase Shield DR by 1 | + | * Increase Shield DR by 2 |
| Repulsive: | Repulsive: | ||
| - | * Melee bonus damage increases to +2d8. This damage is multiplied on critical hits. | + | * Melee bonus damage increases to +4d6. This damage is multiplied on critical hits. |
| * On a successful melee strike: 2 square knockback | * On a successful melee strike: 2 square knockback | ||
| === Rank 6 === | === Rank 6 === | ||
| Line 959: | Line 986: | ||
| Regenerative: | Regenerative: | ||
| - | * While this power is active, the repulsion field takes less of a toll on the armor’s systems and diverts power to shields to slowly regenerate the character’s shields at the rate of 1 point per action. | + | * While this power is active, the repulsion field takes less of a toll on the armor’s systems and diverts power to shields to slowly regenerate the character’s shields at the rate of 2 point per action. |
| * Increase Tech Point Cost by 1 | * Increase Tech Point Cost by 1 | ||
| Extended Guard: | Extended Guard: | ||
| Line 975: | Line 1002: | ||
| * Also, powers or weapons that seek nearby characters can still seek the character under the effect of the Tactical Cloak. | * Also, powers or weapons that seek nearby characters can still seek the character under the effect of the Tactical Cloak. | ||
| * However, while under the influence of this power, the character cannot use any ability or power that allows him to regenerate shields or HP. | * However, while under the influence of this power, the character cannot use any ability or power that allows him to regenerate shields or HP. | ||
| - | * Using Tech powers while the cloak is in effect removes the Tactical Cloak. The cloak is also removed if the character makes an attack, uses any kind of power that targets others than the character itself (so the character can activate, for example, a Barrier or an Ammo Power), reloads a weapon, harges a Heavy Weapon or makes any offensive action (the cloak only disappears after the attack, after the power is sed, after the weapon is reload or after the Heavy Weapon is charged, unless this power has a smaller duration than the time it takes to charge the Heavy Weapon in which case it ends first). | + | * Using Tech powers while the cloak is in effect removes the Tactical Cloak. |
| + | | ||
| * Besides making the character invisible, the cloak also provides a damage bonus to shots made in the attack action that broke the cloak. | * Besides making the character invisible, the cloak also provides a damage bonus to shots made in the attack action that broke the cloak. | ||
| * Cooldown: 3 actions after the cloak is removed. | * Cooldown: 3 actions after the cloak is removed. | ||
| Line 984: | Line 1012: | ||
| This power has the following statistics: | This power has the following statistics: | ||
| * Duration: 4 actions. | * Duration: 4 actions. | ||
| - | * Bonus damage to shots: +1 or +1d6 with sniper rifles. | + | * Bonus damage to shots: +2 or +1d8 with sniper rifles. |
| - | * Melee damage bonus: +1d4. | + | * Melee damage bonus: +1d6. |
| * Cost: 2 tech points to activate. | * Cost: 2 tech points to activate. | ||
| === Rank 2 === | === Rank 2 === | ||
| Line 994: | Line 1022: | ||
| Changes: | Changes: | ||
| * Duration: 5 actions. | * Duration: 5 actions. | ||
| - | * Melee damage bonus: +1d6. | + | * Melee damage bonus: +1d8. |
| * Cost: 3 tech points to activate. | * Cost: 3 tech points to activate. | ||
| === Rank 4 === | === Rank 4 === | ||
| Line 1003: | Line 1031: | ||
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| Damage: | Damage: | ||
| - | * Increase bonus damage to shots by +1 or by +1d6 with sniper rifles. | + | * Increase bonus damage to shots by +2 or by +1d8 with sniper rifles. |
| - | * Increase melee damage bonus by +1d6. | + | * Increase melee damage bonus by +1d8. |
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| === Rank 5 === | === Rank 5 === | ||
| Line 1013: | Line 1041: | ||
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| Melee Damage: | Melee Damage: | ||
| - | * Melee damage bonus becomes | + | * Melee damage bonus becomes |
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| === Rank 6 === | === Rank 6 === | ||
| Line 1024: | Line 1052: | ||
| * Increase the critical threat range of sniper rifles, wielded by the character while cloaked, by 1. | * Increase the critical threat range of sniper rifles, wielded by the character while cloaked, by 1. | ||
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| + | |||
| ==== Team Support ==== | ==== Team Support ==== | ||
| Line 1039: | Line 1068: | ||
| === Rank 1 === | === Rank 1 === | ||
| This power has the following statistics: | This power has the following statistics: | ||
| - | * Increases Shield HP of allies by an amount equal to 2× the character’s Intelligence modifier. | + | * Increases Shield HP of allies by an amount equal to 4× the character’s Intelligence modifier. |
| * Cost: 2 tech points to activate. | * Cost: 2 tech points to activate. | ||
| === Rank 2 === | === Rank 2 === | ||
| Changes: | Changes: | ||
| - | * Allies gain Shield HP regeneration of 1 point per action. | + | * Allies gain Shield HP regeneration of 2 point per action. |
| === Rank 3 === | === Rank 3 === | ||
| Changes: | Changes: | ||
| - | * Increases Shield HP of allies by an amount equal to 3× the character’s Intelligence modifier. | + | * Increases Shield HP of allies by an amount equal to 6× the character’s Intelligence modifier. |
| * Cost: 3 tech points to activate. | * Cost: 3 tech points to activate. | ||
| === Rank 4 === | === Rank 4 === | ||
| Line 1061: | Line 1090: | ||
| Team Shielding: | Team Shielding: | ||
| - | * Increases ally Shield HP by an additional amount equal to 2× Intelligence modifier. | + | * Increases ally Shield HP by an additional amount equal to 4× Intelligence modifier. |
| - | * Increases ally Shield HP regeneration by 1. | + | * Increases ally Shield HP regeneration by 2. |
| * Increases cost by 2 tech points. | * Increases cost by 2 tech points. | ||
| Tactical Revival: | Tactical Revival: | ||
| Line 1072: | Line 1101: | ||
| Defense Grid: | Defense Grid: | ||
| - | * Allies gain Shield HP DR 1. | + | * Allies gain Shield HP DR 2. |
| * Increase cost by 2 tech points. | * Increase cost by 2 tech points. | ||
| Life Support: | Life Support: | ||
| Line 1098: | Line 1127: | ||
| This power has the following statistics: | This power has the following statistics: | ||
| * Character’s armor base Shield HP is increased by 30%. | * Character’s armor base Shield HP is increased by 30%. | ||
| - | * Character’s shields gain DR 1 that applies only while the character has Shields. It stacks with other forms of DR the character might have to his/her shields. | + | * Character’s shields gain DR 2 that applies only while the character has Shields. It stacks with other forms of DR the character might have to his/her shields. |
| * Cooldown of other powers is increased by 2 actions. | * Cooldown of other powers is increased by 2 actions. | ||
| * Explosion Radius: 2 squares | * Explosion Radius: 2 squares | ||
| - | * Explosion Damage: | + | * Explosion Damage: |
| * Cost: 2 tech points to activate. | * Cost: 2 tech points to activate. | ||
| === Rank 2 === | === Rank 2 === | ||
| Line 1109: | Line 1138: | ||
| This power has the following statistics: | This power has the following statistics: | ||
| * Explosion Radius: 3 squares | * Explosion Radius: 3 squares | ||
| - | * Explosion Damage: | + | * Explosion Damage: |
| * Cost: 3 tech points to activate. | * Cost: 3 tech points to activate. | ||
| === Rank 4 === | === Rank 4 === | ||
| Line 1135: | Line 1164: | ||
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||
| Stronger Hologram: | Stronger Hologram: | ||
| - | * Increase DR provided by this power by 1. | + | * Increase DR provided by this power by 2. |
| * Increase cost by 1 tech point. | * Increase cost by 1 tech point. | ||