Difference between revisions of "Echo Chamber Test Build"

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Line 98: Line 98:
 
:Light Armour
 
:Light Armour
 
::Speed -1
 
::Speed -1
::3
+
::4 Armour
 +
::Defensive Aura 2
  
 
:Medium Armour
 
:Medium Armour
 
::Speed +0
 
::Speed +0
::4
+
::5 Armour
 +
::Defensive Aura 4
  
 
:Heavy Armour
 
:Heavy Armour
 
::Speed +2
 
::Speed +2
::6
+
::7 Armour
 +
::Defensive Aura 6
  
:Entry Suit
+
=Equipment=
Adds +2 armour to another type of armour
+
Equipment is measured in slots. Each operator has 1 head, 4 body, 2 arm and 2 leg equipment slots.
::Speed +1
 
::Consumes one body equipment slot
 
  
:Shield
+
:'''Head Equipment'''
::Restricts the user to light weapons only
+
Generally comes in the form of a cool horned head band
::+1 Armour
+
::Sensors
 +
:::
 +
::Fire Control Sensors
 +
:::
 +
::Drone Controller
 +
:::
 +
::Wall Hack
 +
:::
 +
 
 +
:'''Body Equipment'''
 +
::Medical Kit
 +
:::
 +
::Grenades
 +
:::
 +
::Breaching Charges
 +
:::
 +
::Proximity Grenades
 +
:::
 +
::Stun grenades
 +
:::
 +
::Backpack Micro Missile launcher
 +
:::
 +
::Entry Suit
 +
:::
 +
::Hacker Kit
 +
:::
 +
::Analytic Computer
 +
:::
 +
::Door Stops
 +
:::
 +
::Bouncer
 +
:::
 +
::Fly Catcher
 +
:::
 +
::Sword
 +
:::
 +
::Flight Pack
 +
:::
 +
::Bubble Aura
 +
:::
 +
 
 +
:'''Arm Equipment'''
 +
::Shield
 +
:::
 +
::Analytic Computer
 +
:::
 +
::Hacker Kit
 +
:::
 +
::Micro Missile Launcher
 +
:::
 +
::Sword
 +
:::
 +
::Bouncer
 +
:::
 +
::Fly Catcher
 +
:::
 +
::Power Glove
 +
:::
 +
::Gecko Grip
 +
:::
 +
 
 +
:'''Leg Equipment'''
 +
::Super Jump
 +
:::
 +
::Super Run
 +
:::
 +
::Greaves
 +
:::
 +
::Gecko Grip
 +
:::
 +
::Proximity Grenades
 +
:::
 +
::Power Kick
 +
:::

Revision as of 08:56, 15 November 2013

Combat

To shoot, roll guns
To attack in close roll close combat

Unlike certain other systems extra successes do not yield extra damage.

Reaction Rolls

At the start of each combat each player makes a reaction roll. The one with the most successes declares their action last.

Actions are then taken in order of its speed.

Bolded Actions maybe combined with another, non-bolded action freely. Always use the highest action speed.

Echo Chamber Action List

Listed Speeds maybe modified by equipment.

Move Forward (speed 1): Roll move to move to another feature that is in front of you.
Facing Change (speed 1)
Go Prone (speed 2): Allows you to dodge fire when there's no cover
Move Sideways (Speed 2): Move sideways without changing your facing
Move Backwards (Speed 3): Move backwards without changing your facing
Sprint/Run (Speed 6): Doubles movement dice
Take Cover (Speed 2): Adds cover to your defense roll depending on what's nearby
Fire Single Shot (Speed 4): Fires a single shot
Fire Burst (speed 5): Burst fire is less accurate but more damaging. It may hit multiple targets
Fire full auto (Speed 6): Even less accurate than burst but may attack several targets at once
Fire aimed shot (Speed 5): Used for long distance sniper fire with careful setup. Adds shooting successes to damage
Fire Micromissile (speed 7): Launches a guided weapon from your weapons underslung launcher
Throw Grenade (speed 5): Throws a grenade
Melee Attack (speed 1): Attacks in melee range
Parry (speed 1): Defends in melee range
Operate Equipment (speed 6): Operates miscellaneous items
Plant Charge (speed 3): Plant a breaching charge
Covering Fire (Speed 5): Declare a targeted enemy or group of enemies and roll weapons skill + cover fire number. All targetted enemies gain + that difficulty to shoot. If they try, you may also make an unmodified attack against them.

Operators

For Iteration 0.1 rather than pick stats you pick positions. Each position has two options as to how they want to be structured in terms of stats.

Point

Point is person who leads the squad. They tend to be the ones who encounter the enemy most.

Lead

Lead is the squad's leader. They direct the rest and command any drones, remotes or equipment

Heavy

Heavy is the heavy weapons user, and in charge of most of the squad's firepower.

Tail

Tail is the last person in the squad and usually covers the rear. They are often the most vanilla of the squad in terms of equipment.


Weapons

Light Weapons

Submachine Gun
Speed -2
Single Shot: +1 to hit Damage 3
Burst: +0 to hit Damage 5 (2 targets)
Auto: -4 to hit Damage 7 (4 targets)
Cover Fire 2
Carbine
Speed -1
Single Shot +2 to hit Damage 4
Burst +0 to hit Damage 6 (2 targets)
Auto: -2 to hit Damage 7 (3 targets)
Cover Fire 1

Standard Weapons

Assault Rifle
Speed 0
Single Shot +1 to hit Damage 5
Burst -1 to hit Damage 7 (2 targets)
Auto: -3 to hit Damage 9 (3 targets)
Cover Fire 1
Battle Rifle
Speed +1
Single Shot 0 to hit Damage 6
Burst -2 to hit Damage 8
Auto: -5 to hit Damage 10 (2 targets)
Cover Fire 1

Heavy Weapons

Machine Gun
Speed +3
Single Shot +5 to hit Damage 6
Burst +3 to hit Damage 8 (4 targets)
Auto: +1 to hit Damage 10 (6 targets)
Cover Fire 4
Missile Gun
Speed +4
Single Shot +4 to hit damage 6 Burst
Burst +2 to hit Damage 8 burst
Auto: +0 to hit Damage 10 burst
Cover Fire 3

Armour

Light Armour
Speed -1
4 Armour
Defensive Aura 2
Medium Armour
Speed +0
5 Armour
Defensive Aura 4
Heavy Armour
Speed +2
7 Armour
Defensive Aura 6

Equipment

Equipment is measured in slots. Each operator has 1 head, 4 body, 2 arm and 2 leg equipment slots.

Head Equipment

Generally comes in the form of a cool horned head band

Sensors
Fire Control Sensors
Drone Controller
Wall Hack
Body Equipment
Medical Kit
Grenades
Breaching Charges
Proximity Grenades
Stun grenades
Backpack Micro Missile launcher
Entry Suit
Hacker Kit
Analytic Computer
Door Stops
Bouncer
Fly Catcher
Sword
Flight Pack
Bubble Aura
Arm Equipment
Shield
Analytic Computer
Hacker Kit
Micro Missile Launcher
Sword
Bouncer
Fly Catcher
Power Glove
Gecko Grip
Leg Equipment
Super Jump
Super Run
Greaves
Gecko Grip
Proximity Grenades
Power Kick