Echo Chamber Test Build: Difference between revisions
Jump to navigation
Jump to search
Line 10: | Line 10: | ||
==Echo Chamber Action List== | ==Echo Chamber Action List== | ||
Listed Speeds maybe modified by equipment. | |||
:Move Forward (speed 1) | :Move Forward (speed 1) | ||
:Facing Change (speed 1) | :Facing Change (speed 1) | ||
:Go Prone (speed 2) | :Go Prone (speed 2): Allows you to dodge fire when there's no cover | ||
:Move Sideways (Speed 2) | :Move Sideways (Speed 2): Move sideways without changing your facing | ||
:Sprint/Run (Speed 4) | :Move Backwards (Speed 3): Move backwards without changing your facing | ||
:Take Cover (Speed 2) | :Sprint/Run (Speed 4): Let's you move at double speed | ||
:Fire Single Shot (Speed 3) | :Take Cover (Speed 2): Adds cover to your defense roll depending on what's nearby | ||
:Fire Burst (speed 4) | :Fire Single Shot (Speed 3): Fires a single shot | ||
:Fire full auto (Speed 5) | :Fire Burst (speed 4): Burst fire is less accurate but more damaging. It may hit multiple targets | ||
:Fire aimed shot (Speed 5) | :Fire full auto (Speed 5): Even less accurate than burst but may attack several targets at once | ||
:Fire Micromissile (speed 4) | :Fire aimed shot (Speed 5): Used for long distance sniper fire with careful setup. | ||
:Throw Grenade (speed 4) | :Fire Micromissile (speed 4): Launches a guided weapon from your weapons underslung launcher | ||
:Melee Attack (speed 1) | :Throw Grenade (speed 4): Throws a grenade | ||
:Parry (speed 1) | :Melee Attack (speed 1): Attacks in melee range | ||
:Operate Equipment (speed 6) | :Parry (speed 1): Defends in melee range | ||
:Plant Charge (speed 3) | :Operate Equipment (speed 6): Operates miscellaneous items | ||
:Covering Fire (Speed | :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. |
Revision as of 07:36, 15 November 2013
Combat
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.
A character may take multiple actions at a penalty of +2 difficulty number to all actions. All actions move at the speed of the slowest action.
Echo Chamber Action List
Listed Speeds maybe modified by equipment.
- Move Forward (speed 1)
- 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 4): Let's you move at double speed
- Take Cover (Speed 2): Adds cover to your defense roll depending on what's nearby
- Fire Single Shot (Speed 3): Fires a single shot
- Fire Burst (speed 4): Burst fire is less accurate but more damaging. It may hit multiple targets
- Fire full auto (Speed 5): 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.
- Fire Micromissile (speed 4): Launches a guided weapon from your weapons underslung launcher
- Throw Grenade (speed 4): 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.