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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.
format 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 |
| Unity | Combine several skills to heal multiple allies at the same time, bringing them back from unconsciousness and restoring their shields in the process. | BAB +10,Electronics 4 ranks, Medicine 4 ranks, Engineer 4 ranks, Life science 3 ranks |
add descriptions
A rush of adrenaline accelerates reflexes and grants time to line up the perfect shot.
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
Hardening:
Time Dilation:
This power gains one of the following upgrades: Duration:
Burst:
This power gains one of the following upgrades: Ignore Pain:
Greater Rush:
Stun and electrocute your enemies with an EMP-packed grenade. Effective against shields and barriers.

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
This power has the following statistics:
Changes:
This power gains one of the following upgrades:
Damage:
Radius:
This power gains one of the following upgrades:
Maximum Grenades:
Electrical Damage:
This power gains one of the following upgrades:
Armor-Piercing:
Shield Overload:
Increase skill with sniper rifles.
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
Recharge Speed:
Stability:
This power gains one of the following upgrades:
Precision:
Duration:
This power gains one of the following upgrades:
Deadly:
Accuracy:
Deploys a temporary energy barricade that will boost shield regeneration for everyone who takes cover behind it.

The barricade has the following base statistics: AC of 5 and 50 Shield HP when a Small-Capacity Battery Power-Cell is used. With rank 2 and every rank thereafter, the barricade gains +10 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.
energies
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
Special: This power requires the character to spend a Small Capacity Power-Cell. If more advanced Power-Cells are used, the barricade’s base effects are increased as follows:
This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
Duration:
Power Consumption:
This power gains one of the following upgrades:
Weapon Feedback:
Power Feedback:
This power gains one of the following upgrades:
Regeneration:
Electric Defense:
Increase skill with submachine guns.
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
This power has the following statistics:
Changes:
Upon attaining this rank, The character has more efficient heat management with submachine guns. Any gun gets +25% shots from same cooling clip or generates 25% less heat.
Changes; • Lasts for 3 actions.
This power gains one of the following upgrades:
Stability Synergy:
Firing Rate:
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:
This power gains one of the following upgrades:
Recharge Speed:
Accuracy:
Increase skill with shotguns.
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
This power has the following statistics:
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:
This power gains one of the following upgrades:
Radius:
Damage:
This power gains one of the following upgrades:
Incapacitate:
Recharge Speed:
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:
Lob a biotic-infused grenade at your enemies and watch them fly.
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
Rank 1: This power has the following statistics:
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.
Changes:
This power gains one of the following upgrades:
Damage:
Radius:
This power gains one of the following upgrades:
Maximum Grenades:
Damage Combo:
This power gains one of the following upgrades:
Damage & Force:
Stronger Lift:
Flatten your enemy with a precise blast of your weapon.
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.
This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
Force:
Radius:
This power gains one of the following upgrades:
Shatter:
Recharge Speed:
This power gains one of the following upgrades:
Amplification:
Devastating:
Throw a disorienting, concussive charge that inflicts minor damage and incapacitates all nearby targets.

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.
This power has the following statistics:
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.
This power has the following statistics:
This power has the following statistics:
This power gains one of the following upgrades:
Maximum Grenades:
Frag Grenade:
This power gains one of the following upgrades:
Improved Flashbang Grenade:
Senses Overload:
A visible white shield surrounds you and your armor.
Unlike other powers, the skill ranks prerequisites increase by +1 instead of +2.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.
This power has the following statistics:
This power has the following statistics:
This power has the following statistics:
This power gains one of the following upgrades:
Durability:
Melee Damage:
This power gains one of the following upgrades:
Shield Recharge:
Power Synergy:
This power gains one of the following upgrades:
Lighter Currents:
Durability:
Launch this seeking grenade to track down a target, causing a massive explosion on impact.

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
Note: because this power fires the grenade from the omni- tool, instead of being the character using his Strength to throw it, there is a specific range for the power which is not dependant on the character’s Strength.
This power has the following statistics:
This rank does not increase the power’s statistics.
This power has the following statistics:
This power gains one of the following upgrades:
Damage:
Impact Radius:
This power gains one of the following upgrades:
Capacity:
Fire Damage:
This power gains one of the following upgrades:
Armor Damage:
Split Grenade:
Cluster-bomb a small area with plasma fire. Prerequisite: Repair 2 ranks. 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: • Creatures in the area take 1d6 damage for each action in which they acted within the area or passed through it. • Radius: 15 ft • Area remains on fire for 3 actions. Rank 2: This rank does not increase the power’s statistics. Instead, it increases the character’s grenade capacity by 1. This is a permanent bonus. Rank 3: This power has the following statistics: • Creatures in the area take 2d6 damage for each action in which they acted within the area or passed through it. • Radius: 15 ft • Area remains on fire for 3 actions. Rank 4: This power gains one of the following upgrades: Damage: • Increase damage by 1d6 Radius: • Increase radius by 5 ft. Rank 5: This power gains one of the following upgrades: Maximum Grenades: • This upgrade permanently increases the character’s grenade carrying capacity by 1. Improved Damage: • Increase damage b 1d6. Rank 6: This power gains one of the following upgrades: Armor Damage: • Increase damage done to Plating by 2d6. Radius & Duration: • Area remains on fire for 1 additional action. • Increase radius by 5 ft. 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. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Save: Fortitude save negates flying effect. DC equals 12 + Biotic ranks divided by 2. Rank 1: This power has the following statistics: • Grenade deals 2d6 points of damage. • Radius: 15 ft • Creatures are sent flying 10 ft into the air. • Creatures remain in the air for 1 action (effectively losing the first action of their next round) Rank 2: This rank does not increase the power’s statistics. Instead, it increases the character’s grenade capacity by 1. This is a permanent bonus. Rank 3: This power has the following statistics: • Grenade deals 3d6 points of damage. • Radius: 15 ft • Creatures are sent flying 10 ft into the air. Rank 4: This power gains one of the following upgrades: Damage: • Increase damage by 1d6 Radius: • Increase radius by 5 ft. Rank 5: This power gains one of the following upgrades: Improved Radius: • Increase radius by 5 ft. Duration: • Creatures remain in the air for 1 additional action. 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: • Increase the Fortitude save DC by 2. 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: 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: 3 actions. Rank 3: 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 3 actions. • Cooldown: 3 actions. 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: • Increase attack bonus by +2 while this power is active. Firing Rate: • Increase rate of fire of pistols, wielded by the character, by 1 while this power is active. Rank 5: This power gains one of the following upgrades: Duration: • Increase Marksman duration by 1 action. Headshots: • Increase critical multiplier of pistols, wielded by the character, by 1 while this power is active. Rank 6: This power gains one of the following upgrades: Recharge Speed: • Reduce cooldown by 1 action. 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, Knowledge (tactics) 1 rank. Unlike other Combat powers, 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. 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. Save: Varies with rank and melee weapon used 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 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 1. 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 statistics: • 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 (to a 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 (DC 10 + character’s Str modifier to melee damage + 1/2 Character level) or is knockback 5 ft. For each additional 5 points the target failed the save, he is pushed back another 5 ft. 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 5 ft 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 5 ft. 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 using it, 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: • Character gains a bonus to Initiative equal to Int modifier and increase speed by +5 ft. This is a permanent bonus. 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 ×2 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 10 ft in a chosen direction. For each 5 points the character beats the target’s grapple check, he adds 5 ft to this distance. 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 5 ft 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 5 ranks Target: One target Activation: 1 action Range: Target up to 100 ft 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. 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 4d6 points of damage. Creatures in impact radius also take that damage. • Impact radius: 10 ft away from the target. • 50% of character’s maximum Shield HP must be consumed to use this power (rounded down). • Cooldown: 2 actions. Rank 2: This power has the following statistics: • Target takes 4d6 points of damage. Creatures in impact radius also take that damage. • Impact radius: 10 ft away from the target. • 50% of character’s maximum Shield HP must be consumed to use this power (rounded down). • Cooldown: 1 action. • Rank 3: This power has the following statistics: • Target takes 5d6 points of damage. Creatures in impact radius also take that damage. • Impact radius: 15 ft away from the target. • 50% of character’s maximum Shield HP must be consumed to use this power (rounded down). • Cooldown: 1 action. Rank 4: This power gains one of the following upgrades: Damage: • Increase damage by 1d6. Radius: • Increase impact radius by 10 ft. Rank 5: This power gains one of the following upgrades: Knockdown: • Unprotected enemies are sent prone when damaged by this power. Efficient Blast: • Only 25% of character’s maximum Shield HP are consumed to use this power (rounded down). Rank 6: This power gains one of the following upgrades: Plating Damage: • Increase damage done to Plating HP by 50%. Shield/Barrier Damage: • Increase damage done to Shield HP, Barrier Shields or other biotic Barrier type powers by 50%. Overkill Increase skill with assault rifles. Prerequisite: BAB +0, proficiency with Assault Rifles. Activation: 1 Free Action Effect: Increase character’s skill with assault rifles. 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: • Halve the recoil penalty of assault rifles (rounded normally), wielded by the character, while this power is active. • Lasts for 2 actions. • Cooldown: 4 actions. Rank 2: This power has the following statistics: • Halve the recoil penalty of assault rifles (rounded normally), wielded by the character, while this power is active. • Lasts for 2 actions. • Cooldown: 3 actions. Rank 3: This power has the following statistics: • Halve the recoil penalty of assault rifles (rounded normally), wielded by the character, while this power is active. • Lasts for 3 actions. • Cooldown: 3 actions. Rank 4: Upon attaining this rank, the critical threat range of assault rifles, wielded by the character, is increased by 1 (this is a permanent bonus). In addition, this power gains one of the following upgrades: Faster Reload: • While this power is active, the reload time of assault rifles wielded by the character is changed to 1 free action. Duration: • Increase Overkill duration by 1 action. Rank 5: This power gains one of the following upgrades: Improved Duration: • Increase Overkill duration by 1 action. Recharge Speed: • Reduce cooldown by 1 action. Rank 6: This power gains one of the following upgrades: Recharge Speed: • Reduce cooldown by 1 action. 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: Repair 2 ranks 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: • Grenade deals 4d6 points of damage. • Radius: 20 ft Rank 2: This rank does not increase the power’s statistics. Instead, it increases the character’s grenade capacity by 1. This is a permanent bonus. Rank 3: This power has the following statistics: • Grenade deals 5d6 points of damage. • Radius: 20 ft Rank 4: This power gains one of the following upgrades: Damage: • Increase damage by 1d6 Radius: • Increase radius by 5 ft. Rank 5: This power gains one of the following upgrades: Maximum Grenades: • This upgrade permanently increases the character’s grenade carrying capacity by 1. Bleed: • Organic creatures caught in the blast take 1d6 points of damage per round until they are healed. Rank 6: This power gains one of the following upgrades: Armor-Piercing: • Increase damage done to Plating by 2d6. Shield Overload: • Increase damage done to Shields by 2d6. Sticky Grenade Stick this grenade to your opponent, and the explosion will tear apart the target. Prerequisite: Electronics 2 ranks, 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: • Grenade deals 5d6 points of damage. • Radius: 5 ft Rank 2: This rank does not increase the power’s statistics. Instead, it increases the character’s grenade capacity by 1. This is a permanent bonus. Rank 3: This power has the following statistics: • Grenade deals 6d6 points of damage. • Radius: 5 ft Rank 4: This power gains one of the following upgrades: Damage: • Increase damage by 1d6 Radius: • Increase radius by 5 ft. Rank 5: This power gains one of the following upgrades: Maximum Grenades: • This upgrade permanently increases the character’s grenade carrying capacity by 1. Armor-Piercing: • Increase damage done to Plating by 2d6. Rank 6: This power gains one of the following upgrades: Damage: • Increase damage by 1d6. 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 5 ft. 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: Repair 6 ranks. Activation: 1 action, used at the same time as a Power-Cell altering its effects. Range: The Trip Mine can be placed in a square up to 15 ft 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 15 ft. Characters in the explosion area are pushed away from the blast 5 ft 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. Special: This power requires the character to spend a Small- Capacity Power-Cell. If more advanced Power-Cells are used, the barricade’s base effects are increased as follows: Medium-Capacity Power-Cell: Damage is increased by +1d6 and the save DC by +1 High-Capacity Power-Cell: Damage is increased by +2d6, the save DC by +3 and the blast area by +5 ft. Emergency Battery Power-Cell: Damage is increased by +3d6, the save DC by +5 and the blast area by +10 ft. Save: Reflex save prevents the character from being pushed and ending up prone; Reflex save halves the damage. DC equals 12 + Repair ranks divided by 2. Rank 1: This power has the following statistics: • Proximity radius: square occupied by the mine. • Laser sensor: 15 ft line • Blast damage: 3d6 • Blast radius: 25 ft. • Duration: 1 minute, after which the mine defuses without effect and the Power-Cell is lost. Rank 2: This power has the following statistics: • Proximity radius: square occupied by the mine. • Laser sensor: 15 ft line • Blast damage: 4d6 • Blast radius: 25 ft. • Duration: 1 minute, after which the mine defuses without effect and the Power-Cell is lost. • This power consumes only 1/2 of the Power-Cell, effectively allowing the character to use the same Power-Cell twice to activate this power. However, once the Power-Cell is used to activate a Trip Mine once, its normal effects can no longer be used. Rank 3: This power has the following statistics: • Proximity radius: square occupied by the mine. • Laser sensor: 15 ft line • Blast damage: 3d6 • Blast radius: 25 ft. • Duration: 1 minute, after which the mine defuses without effect and the Power-Cell is lost. • This power consumes only 1/2 of the Power-Cell, effectively allowing the character to use the same Power- Cell twice to activate this power. However, once the Power-Cell is used to activate a Trip Mine once, its normal effects can no longer be used. Rank 4: This power gains one of the following upgrades: Sensor Range: • Proximity radius increases to a 10 ft side square (mine must now be placed on an intersection, within 10 ft of the character). • Laser sensor increases to a 25 ft line. Power Consumption: • This power consumes only 1/3 of the Power-Cell, effectively allowing the character to use the same Power-Cell three times to activate this power. However, once the Power-Cell is used to activate a Trip Mine once, its normal effects can no longer be used. Rank 5: This power gains one of the following upgrades: Damage & Force: • Increases damage dealt by +2d6. • Save DC increases by +2 Blast Radius: • Blast radius increases to 35 ft. Rank 6: This power gains one of the following upgrades: Detonator: • If this power deals damage to a creature that is under the effect of a power or feature that can be detonated, that power or feature is detonated, dealing 6d6 points of damage to all within 10 ft. EMP: • Creatures that take damage from this mine must make a Fortitude check with the same DC or are stunned for 1 action. • Deals +1d6 damage to creatures with Shield HP or synthetics. Unity Combine several skills to heal multiple allies at the same time, bringing them back from unconsciousness and restoring their shields in the process. Prerequisite: Electronics 6 ranks, First Aid 6 ranks, Repair 6 ranks, Knowledge (biology) 3 ranks, must have the Spectre achievement feat Target: Selected allies within range Activation: 1 action Effect: By manipulating the omni-tool in combination with the First Aid Dispenser, the character is able to effectively heal fallen squad members, restoring a portion of their normal HP, of their Shield HP and even bringing them back to consciousness. When using this power, select a number of allies equal to your Int modifier +1, to be targeted by this power and gain its benefits. These allies must be in range of your First Aid Dispenser (so if your First Aid Dispenser can only affect characters within 30 ft, they must be within 30 ft to gain the benefit of this power). Once this power is used, only one Medi-Gel kit is expended and the cooldown of the First Aid Dispenser is activated. 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: • Roll First Aid check normally, as if using a First Aid Dispenser. Each of the selected characters gains 30% of the First Aid check (rounded normally). • Selected characters recover 10% of their maximum Shield HP even if their Shield HP have been reduced to 0 (rounded normally). Rank 2: This power has the following statistics: • Roll First Aid check normally, as if using a First Aid Dispenser. Each of the selected characters gains 45% of the First Aid check (rounded normally). • Selected characters recover 20% of their maximum Shield HP even if their Shield HP have been reduced to 0 (rounded normally) Rank 3: This power has the following statistics: • Roll First Aid check normally, as if using a First Aid Dispenser. Each of the selected characters gains 60% of the First Aid check (rounded normally). • Selected characters recover 30% of their maximum Shield HP even if their Shield HP have been reduced to 0 (rounded normally). Rank 4: Upon attaining this rank, this power gains one of the following upgrades: Adrenaline Boost: • Selected characters also gain a +1 bonus on all attack rolls, skill checks and ability checks until the end of the encounter (if they are affected by this power multiple times, the effects do not stack). Painkillers: • Selected characters have their DR increased by 1 until the end of the encounter (if they are affected by this power multiple times, the effects do not stack). Rank 5: This power gains one of the following upgrades: Healing Surge: Increase amount of HP healed by 15%. Shield Restoration: • Increase amount of Shield HP recovered by 10%. Rank 6: This power gains one of the following upgrades: Greater Healing: • Increase amount of HP healed by 25%. Shield Hardening: • Increase amount of Shield HP recovered by 10%. • Selected characters have their Shield DR increased by 1 until the end of the encounter (if they are affected by this power multiple times, the effects do not stack).