Echo Chamber Test Build
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.
- Fire Micromissile (speed 5): 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.
Equipment
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(3 targets)
- Carbine
- Speed -1
- Single Shot +2 to hit Damage 4
- Burst +0 to hit Damage 6
- Auto: -2 to hit Damage 7 (2 targets)
Standard Weapons
- Assault Rifle
- Speed 0
- Single Shot +2 to hit Damage 4
- Burst +0 to hit Damage 6
- Auto: -2 to hit Damage 7 (2 targets)
- Battle Rifle
- Speed +1
- Single Shot +2 to hit Damage 4
- Burst +0 to hit Damage 6
- Auto: -2 to hit Damage 7 (2 targets)
- Micro Cannon
- Speed +2
- Single Shot +3 to hit Damage 8
No Burst or auto
Heavy Weapons
- LMG
- Speed +3
- Missile Gun
- Speed +4
Armour
- Light Armour
- Speed -1
- Medium Armour
- Speed +0
- Heavy Armour
- Speed +1
- Entry Suit
Adds +2 armour to another type of armour
- Speed +1
- Shield
- Restricts the user to light weapons only
- +2 Armour