Echo Chamber Test Build

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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 8): Doubles movement dice
Sneak (Speed 5): Reestablish surprise next turn
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.
Establish Overwatch: (Speed 6): Allows you to act on speed 1 of the next round, regardless of your weapon speed.

Operators

As well as stats you pick a position in the squad, as summarized below. Each position will have most need of a different set of stats.

You have 30 points to construct your operator.

Stat List

Shooting: Weapons skill Close Combat: Close Combat Skill Dexterity: Dodging and Athletics Strength: Parrying and Feats of Strength Endurance: Toughness. At 0 HP, roll endurance to stay upright Perception: Spotting stuff Reactions: Reacting to Stuff Intellect: Using Stuff Integrity: Mental Toughness. Hitpoints: (Endurance x2 + Integrity)

Point

Point is person who leads the squad. They tend to be the ones who encounter the enemy most. Their most important stats are Perception, Reaction, Dexterity and Endurance

Point may use Light Weapons only
Points gain +1 to two of the above mentioned stats
Point may select one of the the following special abilities:

Danger Sense: She automatically knows if a trap or ambush is about to happen. You can't spot it but you'll know it's there
Tank: Add +3 automatic successes to endurance rolls and +1 to dexterity rolls for the purpose of dodging.
Martial Arts: +50% to all close combat dicepools

Lead

Lead is the squad's leader. They direct the rest and command any drones, remotes or equipment. Their most important statistics are intellect and integrity

Leads may use Light or Medium weapons. They have 2 extra equipment slots
Points may select one of the following special abilities:

Combat Bard: as a speed 1 action, roll Intellect and apply any successes as dice to other friendlies rolls this turn
Specialist: Pick one type of non-combat action. You are difficulty 5 for that action
Pack Mule: +1 equipment slot.

Heavy

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

Heavies must use Heavy Weapons
Heavies gain +1 to guns

Suppressive Fire: +1 automatic successes on any covering fire roll.
Heavier Weapon: +2 on all weapon damage
Mobile Turret: May move (but not dash) on over Watch.

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. In general they are also the generalists.

Tails may use Medium or Light Weapons
Tails may walk backwards as if they were walking sideways
Tails may pick one of the following special abilities:

Regeneration: Regain 1 HP per round up to maximum
Heavy Weapon: You can use heavy weapons
Cross training: Pick a special ability from another class.

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

Weapon Options

Any Weapon may have 2 weapon options.

Underslung Micromissile launcher
Allows the launch of micromissiles. Each Micromissile does 8 damage (burst)
Advanced Scope
+1 to hit
Accuratized
+2 on aimed shots
Wall Hack
Allows you to see through walls
Snap Shot System
A computer controlled aiming system which allows one attack to be made on speed 1 of the second and any subsequent rounds of combat
Reflex Sights
-1 Speed
Underslung Shotgun
Allows a speed 0 8 damage, short range attack to be made like a normal single shot
ECCM pod
Halves the penalty from any enemy ECM
Aura-killer rounds
Double Damage to enemy auras
Barrel Aura
Gives +2 extra defensive aura per fight
Alpha Burst System (requires both mod slots)
-1 speed +1 accuracy to all burst attacks

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
Gives +2 on all perception rolls and allows a roll to find hidden things
Fire Control Sensors
Adds (Intellect) Dice to all other squad members fire
Drone Controller
Allows the control of sensor drones which can range ahead of the party
Wall Hack
Can see through thin walls and cover
ECM unit
-2 to all enemy hit rolls on the party or -4 to just on you
Body Equipment
Medical Kit
Heals (Intellect) HP damage. 4 uses
Does not require a slot
Grenades
Does 10 damage (burst). Each Slot is 4
Breaching Charges
Blows out doors (does 20 damage if you can hit an enemy with them) Each Slot is 2
Proximity Grenades
A grenade with a proximity sensor on it. It won't attack friendlies but will explode when an enemy is near. Each Slot is 4
Backpack Micro Missile launcher
Allows the launch of micromissiles. Each Micromissile does 8 damage (burst) 6 rounds
Entry Suit
Takes up 3 slots +2 Armour +1 speed
Hacker Kit
Allows enemy drones and computer systems to be attacked with intellect
Analytic Computer
Allows dead enemies to be analyzed with intellect. Every 2 successes give +1 to hit and damage rolls against the same type of enemy in the future
Door Stops
Seals doors
Bouncer
Prevents enemy teleportation into an area. Must be set up first. Each slot contains 4
First One is slot free
Fly Catcher
Enemies teleporting into an area are attacked with a 15 damage attack. Each slot contains 4
Sword
Gives +2 to hit and +6 damage for melee attacks
Flight Pack
Allows flight as normal movement. Consumes 3 equipment slots
Bubble Aura
Grants all team members at range of up to short +3 Aura
Precision Infantry Gun
A machine gun with a skill of 5 which can be set up and fire automatically
Arm Equipment
Shield
+1 Armour -1 speed. The owner is limited to light weapons. Consumes both arm equipment slots
Hacker Kit
Allows enemy drones and computer systems to be attacked with intellect
Analytic Computer
Allows dead enemies to be analyzed with intellect. Every 2 successes give +1 to hit and damage rolls against the same type of enemy in the future
Micro Missile Launcher
Allows the launch of micromissiles. Each Micromissile does 8 damage (burst) 4 rounds
Sword
Gives +2 to hit and +6 damage for melee attacks
Bouncer
Prevents enemy teleportation into an area. Must be set up first. Each slot contains 4
Power Glove
Grants +8 damage on melee rolls
Maximum Strength
+4 on any strength based checks
Gecko Grip
Allows you to climb walls. Also consumes a leg equipment slot
Leg Equipment
Super Jump
Allows the super jump maneuver at speed 6. Roll movement x4 to negotate terrain, including vertical terrain. Consumes both slots unless taken with gecko grip
Super Run
Doubles the movement dice on dash actions
Greaves
+1 Armour. Consumes both slots.
Gecko Grip
Allows you to climb walls. Also consumes an arm equipment slot.
Proximity Grenades
A grenade with a proximity sensor on it. It won't attack friendlies but will explode when an enemy is near. Each Slot is 4
Power Kick
Grants +10 damage +2 speed to melee rolls.