Combat specialization
Basics
Combat powers are special combat-oriented
abilities the character may use during an encounter
to gain the advantage. Some are affect a character’s
grenades. Others improve the character’s skills
with specific firearms. Whatever focus a character
chooses, if he lacks access to Biotic and Tech powers,
then Combat powers will ensure his effectiveness and
survivability during battles and adventures.
Some classes allow a character to improve his combat
abilities by gaining Combat Specializations. These
allow the character to gain ranks in Combat powers,
either to be able to use a new one or to improve an
existing one. A character can also take the Extra Combat
Training feat to gain one extra rank in one Combat power.
The same feat may be chosen several times, each time
improving the rank in a Combat power by 1 (provided the
character meets the necessary prerequisites to gain such
rank)
A character increases his ranks in a specific Combat power
by spending one Combat specialization to increase his
rank by one step, but only for that power. All characters
are considered to start with 0 ranks in all Combat powers.
Until the Rank 1 in a Combat power is gained, characters are
not allowed to use that power. Once a rank is attained, the
character can still choose to use a lesser rank of that power.
He can also decide the lower the statistics of the power’s
rank he is using (such as damage, area or effect, etc) but not
cooldown of the rank he uses.
Combat powers have prerequisites that have to be met in
order to gain the 1st rank in a specific Combat power. The
prerequisites are present in each Combat power description,
below. To gain additional ranks, only skill and BAB prerequisites
must be met. Skill prerequisites increase by 2 for each additional
rank beyond 1st. Thus the Shrapnel Grenade rank 4 requires the
character to have 8 ranks in the Repair skill. The prerequisites in
form of BAB increase by +1 for each new rank, so the rank 3 of
Assassination requires the character to have a BAB of +2.
Combat powers possess a cooldown. This cooldown represents
the amount of time during which no Combat power can be
used. This cooldown only kicks-in once the power is used, unless
otherwise stated,or once certain conditions are met. Some classes,
however, have the ability to negate this cooldown, allowing new
Combat powers to be used when they normally couldn’t.
Unlike Biotic or Tech powers, Combat powers take quite the toll
on the character and so they can only be used a specific number
of times per encounter. Some ranks, however, provide permanent
bonuses while some powers require the character to spend resources
like grenades.
Some Combat powers can be dismissed with 1 free action. These
present a (D) in the target entry.
Combat power uses can be recovered during an encounter. For that,
the character must spend 3 consecutive actions resting (doing nothing
at all) but without taking any damage. If he takes any damage to his
Shield HP, Plating HP or normal HP, this is interrupted and he must start
over.
Power table
| Power | Description | requirements |
| Adrenaline Rush | The character is filled with adrenaline, allowing him to be more accurate and quicker. | BAB +3 |
| Arc Grenade | Grenade power. Deals greater damage against Shield HP but has reduced effect against unprotected creatures. | Engineering 1 rank, Electronics 1 rank |
| Assassination | Weapon-based power. Increase skill with Sniper Rifles | BAB +0, proficiency with Sniper Rifles |
| Barricade | Creates an energy barrier that provides cover | Electronics 2 ranks |
| Bullet Rain | Weapon-based power. Increase skill with Submachine Guns | BAB +0, proficiency with Submachine Guns |
| Carnage | Weapon-based power. Use shotguns to fire a massive blast against your target | BAB +0, proficiency with Shotguns |
| Cluster | Grenade Grenade power. Infuse grenade with biotic power to cause affected creatures to be sent flying and fall taking damage | Biotics 2 ranks, able to use one Biotic power |
| Concussive Shot | Fire a shot that pushes back the target | BAB +0, Electronics 1 rank |
| Flashbang Grenade | Grenade power. Grenade deals little damage but dazes and incapacitates targets | Computers 2 ranks, Electronics 6 ranks, Engineering 6 ranks |
| Fortification | Creates protective current that provides DR | Electronics 1 rank proficiency with medium armor |
| Homing Grenade | Grenade power. Grenade targets specific target dealing greater damage. | Electronics 5 ranks, Engineer 5 ranks |
| Inferno Grenade | Grenade power. Blast covers area with flames | Electronics 1 rank, Engineering 1 rank |
| Lift Grenade | Grenade power. Infuse grenade with biotic power to send affected creatures flying, keeping them in the air | Able to use Pull |
| Marksman | Weapon-based power. Increase skill with pistols | BAB +0, proficiency with Pistols |
| Martial Artist | Greatly improve your melee combat | Int 12+, BAB +0, Improved unarmed combat feat |
| Phase Disruptor | Lose Shield HP to create a beam that damages targets | Electronics 3 ranks |
| Overkill | Weapon-based power. Increase skill with Assault Rifles | BAB +0, proficiency with Assault Rifles |
| Shrapnel Grenade | Grenade power. Increases damage of normal grenades | Engineering 1 rank |
| Sticky Grenade | Grenade power. Throw grenade that others can’t remove | Electronics 1 rank, able to use one Tech power |
| Trip Mine | Transform a Power-Cell into a booby trap | Engineering 4 ranks |
Power descriptions
Adrenaline Rush
A rush of adrenaline accelerates reflexes and grants time to line up the
perfect shot.
Prerequisite: BAB +3. Unlike other Combat powers, each new rank of Adrenaline Rush increases the BAB prerequisite by 2.
Activation: 1 Free Action
Effect: The character is filled with adrenaline, allowing him to be more accurate and quicker. This power can be used a number of times per encounter equal to Constitution modifier +1 (minimum of 1).
In ranks 4, 5 and 6, choose one of two different permanent
effects at each rank.
Rank 1
This power has the following statistics:
Provides a bonus on attack rolls, made while this power lasts, equal to Wisdom modifier.
Provides a bonus on Reflex saves, made while this power lasts, equal to Wisdom modifier.
Lasts for 1 action.
Cooldown: 4 actions.
Rank 2
Rank 3
Rank 4
This power gains one of the following upgrades:
Hardening:
Time Dilation:
Rank 5
This power gains one of the following upgrades: Duration:
Burst:
The character can change the effect of the Adrenaline Rush into a burst of adrenaline that allows him to remove the cooldown effect of any of the following powers or abilities: Biotic power, Tech power, Medicine or Shield Boost.
When using this ability, reduce Adrenaline Rush cooldown by 1 action.
The normal effects of the power do not apply.
The character must decide to use this ability when first activating Adrenaline Rush.
Rank 6
This power gains one of the following upgrades:
Ignore Pain:
Greater Rush:
While this power is active, the character gains the possibility of using 1 extra action, which can only be used in the character’s round. The character gains only 1 single action for the entire duration ofAdrenaline Rush, so if the character decides to use this extra action in the first round that Adrenaline Rush is active, he cannot perform one extra action in the second round (provided this power’s duration is used in a way that lasts up to a second round). A full-round action still consumes the entire round, ven if the character has 3 actions in that round.
The extra action cannot be used to make attack actions, but can be used for anything else.
Arc Grenade
Stun and electrocute your enemies with an EMP-packed
grenade. Effective against shields and barriers.
Prerequisite: Engineering 1 rank, Electronics 1 rank
Activation: None. Character can choose to use this power when he or she throws a grenade.
Effect: The character can alter his grenades to release an EMP charge when they explode. This blast deals little damage to creatures without Shield HP but it carries a chance of stunning any creature (organics, mechanical and synthetics), caught in the blast, for a small duration. In addition, it deals a large amount of damage against Shield HP.
Save: Fortitude save negates the stun effect; Reflex save halves the damage. DC equals 12 + Electronic ranks divided by 2.
In ranks 4, 5 and 6, choose one of two different permanent
effects at each rank.
Rank 1
This power has the following statistics:
Grenade deals 3d6 points of damage against creatures without Shield HP.
Grenade deals 6d6 points of damage against Shield HP.
Radius: 5 squares
Creatures without Shield HP are stunned for 1 action (the first action of their next turn).
Rank 2
Rank 3
Rank 4
This power gains one of the following upgrades:
Damage:
Radius:
Rank 5
This power gains one of the following upgrades:
Maximum Grenades:
Electrical Damage:
Rank 6
This power gains one of the following upgrades:
Armor-Piercing:
Shield Overload:
Assassination
Increase skill with sniper rifles.
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
Rank 1
This power has the following statistics:
Increase critical threat range of sniper rifles, wielded by the character, by 1 while this power is active and while using the Aiming action.
Lasts for 1 aimed attack(without careful aim)
Cooldown: 5 actions.
Rank 2
Rank 3
Changes:
Increase critical threat range of sniper rifles, wielded by the character, by 2 while this power is active and while using the Aiming action.
Lasts for 1 aimed attack, can include careful aim.
Rank 4
This power gains one of the following upgrades:
Recharge Speed:
Stability:
Rank 5
This power gains one of the following upgrades:
Precision:
Duration:
Rank 6
This power gains one of the following upgrades:
Deadly:
Spend one additional usage of Assassination to make the next successful attack with a sniper rifle, wielded by the character, an automatic critical hit. This attack does not need to be rolled. You don’t get Instant Kill rolls from this.
This can only be used while using Aiming.
Using this ability automatically ends this power.
Accuracy:
Barricade
Deploys a temporary energy barricade that will boost
shield regeneration for everyone who takes cover
behind it.
Prerequisite: Electronics 2 ranks
Target: Creatures in area
Range: Varies with rank
Activation: 1 action, used at the same time as protective foam canister
Effect: The character can alter the effects of a Power Cell to create ay barricade in a 2 squares wide, 1 square deep with open rear. The barrier is 1m tall, enough to provide half cover to a Medium-size creature or full cover if laying down. In addition, the barrier also provides Shield HP regeneration to characters that still have Shield HP.
Cooldown: 2 actions
Characters inside the barricade regenerate 3 Shield HP per action, but only if they have Shield HP.
Requires a protective foam canister
The barricade has the following base statistics:
AC of 5 and 100 Shield HP . With rank 2 and every rank thereafter, the barricade gains +20 Shield HP.
The barricade’s occupied space must include the
character’s occupied space. There is no limit to the number
of barricades the character can create.
In ranks 4, 5 and 6, choose one of two different permanent
effects at each rank.
Rank 1
This power has the following statistics:
Rank 2
Rank 3
Rank 4
This power gains one of the following upgrades:
Duration:
Height:
Rank 5
This power gains one of the following upgrades:
Weapon Feedback:
Power Feedback:
While inside the barricade, characters have the DCs of their powers increased by 2, have the damage dealt by their powers (if any and except Ammo powers) increased by +2 and their powers require 1 less Tech or Biotic point to activate(minimum 1).
Rank 6
This power gains one of the following upgrades:
Regeneration:
Healing:
Bullet Rain
Increase skill with submachine guns.
Prerequisite: BAB +0, proficiency with Submachine Guns.
Activation: 1 Free Action
Effect: Increase character’s skill with submachine guns. This power can be used a number of times per encounter equal to Wisdom modifier +1 (minimum of 1).
In ranks 4, 5 and 6, choose one of two different
permanent effects at each rank.
Rank 1
This power has the following statistics:
Rank 2
Rank 3
Upon attaining this rank, The character has more efficient heat management with submachine guns that are grav. Any gun gets +25% shots from same cooling clip or generates 25% less heat. For classical submachine guns can safely carry chambered round.
Changes;
• Lasts for 3 actions.
Rank 4
This power gains one of the following upgrades:
Stability Synergy:
Firing Rate:
Rank 5
Upon attaining this rank, the critical threat range of any submachine gun, wielded by the character, is increased by 1 when aiming(this is a permanent bonus). In addition, this power gains one of the following upgrades:
Duration:
Headshots:
Rank 6
This power gains one of the following upgrades:
Recharge Speed:
Accuracy:
Carnage
Increase skill with shotguns.
Prerequisite: BAB +0, proficiency with Shotguns.
Activation: 1 action
Effect: Increase character’s skill with shotguns. This power can be used a number of times per encounter equal to Wis modifier +1 (minimum of 1).
In ranks 4, 5 and 6, choose one of two different permanent effects
at each rank.
Rank 1
This power has the following statistics:
Fire 4 shots from a shotgun to launch a blast against the target. A normal attack must be made to see if blast hits the target.
Target must be within 12 squares.
Damage dealt: critical hit damage to target, half that to adjacent creatures. If the weapon deals extra damage to targets within range, that damage is also dealt.
If the target of the Carnage is on fire and this ability kills him, the blast area increases by 1 square and affected creatures are caught on fire, with no save to avoid.
Cooldown: 4 actions.
Rank 2
Rank 3
Upon attaining this rank, the critical threat range of shotguns, wielded by the character, increase by 1 when using the aim action(this is a permanent bonus). In addition, this power has the following statistics:
Rank 4
This power gains one of the following upgrades:
Radius:
Damage:
Rank 5
This power gains one of the following upgrades:
Incapacitate:
Recharge Speed:
Rank 6
Upon attaining this rank, the critical threat range of shotguns, wielded by the character, increase by 1 when using the aim action (this is a permanent bonus). In addition, this power gains one of the
following upgrades:
Armor Damage:
Damage:
Cluster Grenade
Lob a biotic-infused grenade at your enemies and watch them fly.
Prerequisite: Biotics 2 ranks, able to use one Biotic power.
Activation: None. Character can choose to use this power when he or she throws a grenade.
Effect: The character can infuse his grenades with biotic power to have the creatures in the area by the grenade blast fly into the air until the beginning of their next available action. When this duration ends, they take falling damage normally, but do not risk damaging the body with the fall. Affected creatures can save to avoid being sent flying. All rules for throwing grenades still apply normally.
Save: Fortitude save negates flying effect. DC equals 12 + Electronics ranks divided by 2.
In ranks 4, 5 and 6, choose one of two different permanent effects at
each rank.
Rank 1
This power has the following statistics:
Rank 2
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.
Rank 3
Rank 4
This power gains one of the following upgrades:
Damage:
Radius:
Rank 5
This power gains one of the following upgrades:
Maximum Grenades:
Damage Combo:
Rank 6
This power gains one of the following upgrades:
Damage & Force:
Stronger Lift:
Concussive Shot
Flatten your enemy with a precise blast of your weapon.
Prerequisite: BAB +0, Electronics 1 rank. Unlike other powers, the skill ranks prerequisites increase by +1 instead of +2.
Target: Self (D)
Activation: Along with the attack
Effect: This power alters the character’s weapon to deliver a single shot with more impact force. The shot travels faster and when it connects explodes sending the target back. Affected targets can save to avoid being pushed back.
This power can be used a number of times per encounter equal to Wisdom modifier +1 (minimum of 1).
Save: Fortitude save negates flying effect. DC equals 12+ Electronics ranks divided by 2.
To use this attack, the character must make a
normal One-Shot attack. He must decide to use this
power before the attack roll is made. If the attack
is successful, the shot does not deal its normal
damage, being replaced instead by this power’s
effects. This shot is not empowered with the current
ammo properties. Even if the attack resulted on a
critical hit, this power’s statistics remain the same,
unless otherwise stated.
In ranks 4, 5 and 6, choose one of two different
permanent effects at each rank.
Rank 1
This power has the following statistics:
Rank 2
Rank 3
Rank 4
This power gains one of the following upgrades:
Force:
Radius:
Rank 5
This power gains one of the following upgrades:
Shatter:
If the target is frozen, it takes an additional 2d6 points of damage.
If the target is frozen, it is pushed back an additional 2 squares.
Recharge Speed:
Rank 6
This power gains one of the following upgrades:
Amplification:
Devastating:
Flashbang Grenade
Throw a disorienting, concussive charge that inflicts minor
damage and incapacitates all nearby targets.
Prerequisite: Computers 2 ranks, Electronics 6 ranks, Engineering 6 ranks
Activation: None. Character can choose to use this power when he or she throws a grenade.
Effect: The character can alter his grenades to release a flashbang blast. This blast deals little damage to creatures in the area but dazes targets and incapacitates them.
Save: Fortitude save negates the daze effect; Will save negates the disabling effect. DC equals 12 + Decryption ranks divided by 2.
For the duration of the incapacitate feature of this power, the
affected creature’s weapons overheat and can’t be used,
the omni-tool is jammed so it cannot be used and no Tech
or Biotic power can be used as well (though any power
already activated remains active).
When ranks 5 and 6 are attained, the character
must choose one of two different effects for each
rank.
Rank 1
This power has the following statistics:
Grenade deals 1d6 points of damage.
Daze duration: 1 actions (first action of affected creature’s turn).
Incapacitate duration: 1 actions (first action of affected creature’s turn).
Radius: 4 squares
Rank 2
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.
Rank 3
Rank 4
Rank 5
This power gains one of the following upgrades:
Maximum Grenades:
Frag Grenade:
Rank 6
This power gains one of the following upgrades:
Improved Flashbang Grenade:
Senses Overload:
Fortification
A visible white shield surrounds you and your armor.
Prerequisite: Electronics 1 rank proficiency with medium armor, Unlike other powers, the skill ranks prerequisites increase by +1 instead of +2.
Target: Self (D)
Activation: 1 action
Effect: This power surrounds the character with a white-like solid barrier, created by reinforcing the armor using protective Foucault currents.
This power provides a certain amount of DR to the character’s HP, Shield HP and Plating HP, at the cost of increasing the cooldown of any power used while this lasts and reducing character’s speed.
The character can purge the current (thus dismissing this power), to
charge his/her gauntlets/fists and gain a damage bonus on melee
attacks for a certain duration. This power can be used a number of
times per encounter equal to Wis modifier +1 (minimum of 1).
In ranks 4, 5 and 6, choose one of two different permanent effects
at each rank.
Rank 1
This power has the following statistics:
Damage Reduction of 2.
Melee bonus Damage: +1d8. This damage is multiplied on critical hits.
Melee bonus damage lasts: 4 actions
Cooldown of other powers is increased by 2 actions. This includes Shield Boost.
Character speed is reduced by 2 squares
Cooldown: 4 actions.
Rank 2
This power has the following statistics:
Rank 3
This power has the following statistics:
Rank 4
This power gains one of the following upgrades:
Durability:
Melee Damage:
Rank 5
This power gains one of the following upgrades:
Shield Recharge:
Power Synergy:
Rank 6
This power gains one of the following upgrades:
Lighter Currents:
Durability:
Homing Grenade
Launch this seeking grenade to track down a target,
causing a massive explosion on impact.
Prerequisite: Electronics 5 ranks, Engineer 5 ranks
Activation: None. Character can choose to use this power when he or she throws a grenade.
Range: 40 ft
Effect: The character can choose to throw a grenade against a specific target.
Doing so causes the grenade to fly and seek that target, dealing damage on impact.
Because of the hooming seeking abilities of the grenade, cover and movement bonuses to the target’s Defense are halved.
The character must succeed on a ranged touch attack to affect the target.
In ranks 4, 5 and 6, choose one of two different permanent
effects at each rank.
Rank 1
This power has the following statistics:
Rank 2
This rank does not increase the power’s statistics.
Rank 3
This power has the following statistics:
Rank 4
This power gains one of the following upgrades:
Damage:
Impact Radius:
Rank 5
This power gains one of the following upgrades:
Capacity:
Fire Damage:
Rank 6
This power gains one of the following upgrades:
Armor Damage:
Split Grenade:
Inferno Grenade
Cluster-bomb a small area with plasma fire.
Prerequisite: Electronics 1 rank, Engineering 1 rank
Activation: None. Character can choose to use this power when he or she throws a grenade.
Effect: The character throws a grenade filled plasma that cover the blast area with fire, dealing damage to anyone within, or that enters, the affected area.
An Inferno Grenade explodes immediately after contact with
a surface.
All rules for throwing grenades still apply normally.
In ranks 4, 5 and 6, choose one of two different permanent
effects at each rank.
Rank 1
This power has the following statistics:
Rank 2
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.
Rank 3
This power has the following statistics:
Rank 4
This power gains one of the following upgrades:
Damage:
Radius:
Rank 5
This power gains one of the following upgrades:
Maximum Grenades:
Improved Damage:
Rank 6
This power gains one of the following upgrades:
Armor Damage:
Radius & Duration:
Lift Grenade
Send biotic-infused grenade at your enemies and watch them
fly.
Prerequisite: Able to use Pull.
Activation: None. Character can choose to use this power when he or she throws a grenade.
Effect: The character can infuse his grenades with biotic power to have the creatures in the area by the grenade blast fly. Unlike the Cluster Grenade power, this power keeps the affected creatures in the air for a longer duration, by sacrificing blast damage. When this duration ends, they fall softly on the ground, taking no damage. Affected creatures can save to avoid being sent flying. All rules for throwing grenades still apply normally.
Save: Fortitude save negates flying effect. DC equals 12 + Biotic ranks divided by 2.
In ranks 4, 5 and 6, choose one of two different permanent
effects at each rank.
Rank 1
This power has the following statistics:
Rank 2
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.
Rank 3
Rank 4
This power gains one of the following upgrades:
Damage:
Radius:
Rank 5
This power gains one of the following upgrades:
Improved Radius:
Duration:
Rank 6
This power gains one of the following upgrades:
Slam:
After duration ends, the creatures are projected to the ground, taking normal falling damage.
Creatures that are projected to the ground are dazed for 1 action.
Stronger Lift:
Marksman
Increase skill with pistols.
Prerequisite: BAB +0, proficiency with Pistols.
Activation: 1 Free Action
Effect: Increase character’s skill with pistols. This power can be used a number of times per encounter equal to Wis modifier +1 (minimum of 1).
In ranks 4, 5 and 6, choose one of two different permanent
effects at each rank.
Rank 1
This power has the following statistics:
Increase rate of fire of pistols, wielded by the character, by 1 while this power is active.
Gain a +2 bonus to attack of pistols, wielded by the character, while this power is active.
Lasts for 2 actions.
Cooldown: 4 actions.
Rank 2
Rank 3
Rank 4
Upon attaining this rank, the reload time of pistols, wielded by the character, is changed to 1 free action (this is a permanent bonus). In addition, this power gains one of the following upgrades:
Accuracy:
Firing Rate:
Rank 5
This power gains one of the following upgrades:
Duration:
Headshots:
Rank 6
This power gains one of the following upgrades:
Recharge Speed:
Gunslinger:
Reduce recoil of pistols, wielded by the character, by 1 while this power is active.
Increase rate of fire of pistols, wielded by the character, by 1 while this power is active.
Martial Artist
You learn to take the best advantage of melee weapons, focusing
your fighting skills on engaging the enemy up-close rather than at
a distance.
Prerequisite: Int 12+, BAB +0, Improved unarmed combat feat, each new rank of Martial Artist increases the BAB prerequisite by 2.
Activation: 1 action
Effect: The character performs a special attack against a specific target or against several targets he threatens. This special attack depends on the type of melee weapon used, but because some ranks provide different special attacks, the chracter must choose which special attack he wants to use. Some ranks provide permanent bonuses.
Save: Varies with rank and melee weapon used
If a character is wielding two different types of melee weapons, he
cannot gain the benefit of two different special attacks, he must
choose which special attack is used.
In ranks 5 and 6, choose one of two different permanent effects at each
rank.
Note that for all effects causing knockback or throwing, range is reduced by 1 square for each size larger, and increased by 1 square for each size smaller.
Rank 1
This power has the following statistics:
Stunning Fist: If character is fighting in melee unarmed: he performs one melee attack, against a single target he threatens. The target must then make a Fortitude save (DC 10 + character’s Wis modifier + 1/2 Character level) or is dazed for 1 action. This power can be used a number of times per encounter equal to 1 + Wis modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).
Precise Strike: If character is fighting in melee with a light melee weapon: he performs one melee attack, against a single target he threatens. This attack has its critical threat range increased by 2.
This power can be used a number of times per encounter equal to 1 + Dex modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).
Power Strike: If character is fighting in melee with a heavy melee weapon: he performs one melee attack, against a single target he threatens. For this attack, add a bonus to damage equal to 2*this power’s rank. This power can be used a number of times per encounter equal to 1 + Str modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).
Spinning Strike: If character is fighting in melee with a two-handed melee weapon: he performs on melee attack, against each target he threatens. Roll for each target separately. This power can be used a number of times per encounter equal to 1 + Dex modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).
Rank 2
This rank does not increase the power’s statistics. Instead, it increases the melee damage the character deals, with a melee attack, by 2. It also increases the character’s Defense by 1 when he is engaging an enemy in melee. This is a permanent bonus.
Rank 3
This power has the following additional uses:
Improved Grab: If character is fighting in melee unarmed: he performs one melee attack, against a single target he threatens. If he deals damage, the character can immediately initiate a grapple against the target, without provoking AoO. This power can be used a number of times per encounter equal to 1 + Wis modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).
Quick Strike: If character is fighting in melee with a light melee weapon: he performs one melee attack, against a single target he threatens. If he deals damage, he gains a second free attack (in the same action) that if it hits deals 50% of normal damage. This power can be used a number of times per encounter equal to 1 + Dex modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (toa minimum of 0 special attacks).
Knockback: If character is fighting in melee with a heavy melee weapon: he performs on melee attack, against a single target he threatens. If he deals damage, the target must make a Fortitude save (DC0 + character’s Str modifier to melee damage + 1/2 Character level) or is knockback 1square. For each additional 5 points the target failed the save, he is pushed back another 1 square. If the target cannot be moved (because he is stuck to the ground or against a wall, for example) he takes 1d6 points of damage for each square it would have moved due to this special attack. This power can be used a number of times per encounter equal to 1 + Str modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).
Extended Reach: If character is fighting in melee with a two-handed melee weapon: he performs one melee attack, against a single target he threatens. For this attack, the character threatened area is increased by 1 square. This power can be used a number of times per encounter equal to 1 + Dex modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks).
Rank 4
This rank does not increase the power’s statistics. Instead, when the character is engaging an enemy in melee, he can attempt to swap positions with his target (provided the target can move to the character’s space without restriction). To do so, he must make a free touch attack against the target. If he hits, he deals no damage but gains a free grapple check. If he wins this grapple, he switches place with the target. This can only be done against targets of the same size, and only a number of times per encounter equal to 1 + Int modifier (minimum of 1). He must spend one free action to use this special attack, but he can use it during the turn of another creature (if he does so, he loses his free action until the end of his next round). He must decide to do so before any attack roll against him is resolved. If he succeeds on usingit, the first attack roll made against him is instead made against the target of this special attack and further attacks must take into account the 5 ft he moved with this ability and the character’s new position.
Rank 5
This power gains one of the following upgrades:
Extra Special Attacks:
The character gains 1 extra usage of all special attacks granted by this power. In addition, the character can choose to spend 3 uses of one special attack (thus also removing 3 uses of other special attacks) to gain one extra melee attack action that turn. He must spend 1 free action in order to use this ability.
Advanced Martial Artist:
Rank 6
This power gains one of the following upgrades:
Advanced Rank 1 Attacks:
Stunning Fist now stuns the target that fails the save (stunned targets drop their weapons).
Precise Strike critical threat range bonus increases to 4.
Power Strike now adds ×4 this power’s rank as a bonus damage.
Spinning Strike now an additional +6 bonus to damage in all attacks made.
Advanced Rank 3 Attacks:
Targets caught by Improved Grab can now be thrown away. To do this, the character must spend 1 action and make a grapple check against the grappled opponent. If he wins, he can send him flying 2 squares in a chosen direction. For each 5 points the character beats the target’s grapple check, he adds 1 square to this distance. If the target cannot be moved (because he is stuck to he ground or against a wall, for example) he takes 1d6 points of damage for each 1 square it would have moved due to this special attack.
The extra attack from Quick Strike now deals 100% normal damage instead of 50%.
Increase the save DC of Knockback by 4.
When the character uses Extended Reach, he adds his Dexterity modifier to attack and damage rolls. In addition, he increases the critical threat range of the Extended Reach attack by 1.
Phase Disruptor
Focus the energy of your shields to fire a high-powered beam at a target from afar.
Prerequisite: Electronics 3 ranks
Target: One target
Activation: 1 action
Range: Target up to 20 squares away
Effect: This power focuses part of the character’s shields into a beam of electric energy that explodes on impact. In order to use this power, some of the character’s Shield HP must be consumed. If the character does not have enough Shield HP to be consumed, this power fails.
Note: Must have shield HP for this
Upon hitting the target, this power explodes damaging
nearby enemies. If this power is used to kill frozen
targets, the target explodes and any adjacent creature
is immediately frozen for 1 action. Alternatively, if
this power is used to kill targets in flames, the target
explodes and any adjacent creature is immediately
catches fire (1d6 damage per action).
The character must succeed on a ranged touch attack
to affect the target. This power can be used a number of
times per encounter equal to Wis modifier +1 (minimum
of 1).
In ranks 4, 5 and 6, choose one of two different permanent
effects at each rank.
Rank 1
This power has the following statistics:
Target takes 6d6 points of damage. Creatures in impact radius also take that damage.
Impact radius: 2 squares away from the target.
50% of character’s maximum Shield HP must be consumed to use this power (rounded down). Minimum on 20 Shield HP.
Cooldown: 2 actions.
Rank 2
Rank 3
This power has the following statistics:
Rank 4
This power gains one of the following upgrades:
Damage:
Radius:
Rank 5
This power gains one of the following upgrades:
Knockdown:
Efficient Blast:
Rank 6
This power gains one of the following upgrades:
Plating Damage:
Shield/Barrier Damage:
Overkill
Increase skill with assault rifles.
In ranks 4, 5 and 6, choose one of two different permanent
effects at each rank.
Rank 1
This power has the following statistics:
Rank 2
Rank 3
Changes;
• Lasts for 3 actions.
Rank 4
Upon attaining this rank, the critical threat range of assault rifles, wielded by the character, is increased by 1 when doing the aim maneuver(this is a permanent bonus). In addition, this power gains one of the following upgrades:
Faster Reload:
Duration:
Rank 5
This power gains one of the following upgrades:
Improved Duration:
Recharge Speed:
Rank 6
This power gains one of the following upgrades:
Recharge Speed:
Stability Synergy:
Spend one additional usage of Overkill to reduce the base recoil of assault rifles, wielded by the character, to 0.
Using this ability reduces the duration of Overkill by 1 action.
Using this ability increases the cooldown by 1 action.
Shrapnel Grenade
Rip your enemies apart with this shrapnel-packed grenade.
Prerequisite: Engineering 1 rank
Activation: None. Character can choose to use this power when he or she throws a grenade.
Effect: The character throws a grenade filled with shrapnel to deal greater damage in a larger radius. Unlike other grenades, if a Shrapnel Grenade is thrown directly at a creature, and hits that creature, it explodes immediately. All rules for throwing grenades still apply normally.
In ranks 4, 5 and 6, choose one of two different permanent effects
at each rank.
Rank 1
This power has the following statistics:
Rank 2
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.
Rank 3
Rank 4
This power gains one of the following upgrades:
Damage:
Radius:
Rank 5
This power gains one of the following upgrades:
Maximum Grenades:
Bleed:
Rank 6
This power gains one of the following upgrades:
Armor-Piercing:
Shield Overload:
Sticky Grenade
Stick this grenade to your opponent, and the explosion will tear
apart the target.
Prerequisite: Electronics 1 rank, able to use one Tech power.
Activation: None. Character can choose to use this power when he or she throws a grenade.
Effect: The character throws a grenade filled with super-charged particles that work like an adhesive, sticking the grenade to the target. Although the grenade still takes 1 action before exploding, the target is unable to remove it. All rules for throwing grenades still apply normally.
In ranks 4, 5 and 6, choose one of two different permanent
effects at each rank.
Rank 1
This power has the following statistics:
Rank 2
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.
Rank 3
Rank 4
This power gains one of the following upgrades:
Damage:
Radius:
Rank 5
This power gains one of the following upgrades:
Maximum Grenades:
Armor-Piercing:
Rank 6
This power gains one of the following upgrades:
Damage:
Proximity Trap:
Grenade stays active for 5 actions, instead of just 1, before exploding. They also explode when an enemy enters its explosion radius. As the name suggests, this is best used as a proximity trap, however it allows the grenade to explode immediately after being glued to a specific creature.
Increase radius by 1 square
Trip Mine
Deploys an explosive mine that triggers when an enemy comes
within proximity of or crosses a sensor laser. Enemies suffer more
damage the closer they are to the mine.
Prerequisite: Engineering 4 ranks.
Activation: 1 action, used at the same time as a Grenade altering its effects.
Range: The Trip Mine can be placed in a square up to 3 squares away from the character.
Effect: The character can alter the effects of a Power-Cell to turn it into a mine that explodes when a creature stands on its square or crosses its sensor laser, which is an infrared line of up to 3 squares. Characters in the explosion area are pushed away from the blast 1 square and are sent prone. A Reflex save halves the damage and prevents them from being pushed away and ending up prone.
In ranks 4, 5 and 6, choose one of two different permanent effects
at each rank.
Rank 1
This power has the following statistics:
Proximity radius: square occupied by the mine.
Laser sensor: 3 square line
Blast damage: 4d6
Blast radius: 5 squares
Duration: 1 minute, after which the mine defuses without effect and the Power-Cell is lost.
Rank 2
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.
Rank 3
Rank 4
This power gains one of the following upgrades:
Sensor Range:
Proximity radius increases to a 2 squares side square (mine must now be placed on an intersection, within 2 squares of the character).
Laser sensor increases to a 5 square line.
Camouflage:
Rank 5
This power gains one of the following upgrades:
Damage & Force:
Blast Radius:
Rank 6
This power gains one of the following upgrades:
Detonator:
EMP: