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 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
- Sensors
- 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
- Medical Kit
- 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
- Shield
- 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
- Power Glove
- 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.
- Super Jump