LOE Test Stuff

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Unconfirmed Martial Arts

Unarmed Melee

Drunken Fist: Roll Perception at Difficulty 4. Gain +1 to all combat rolls for each point by which you miss.

Armed Melee

Mortal Draw: If you win initiative, your first attack (for the entire battle) counts as Death and Ambush.
The Things It Cannot Cut Are Next To None: Halve the number of attack dice (rounding down). Your melee attacks gain V this round or may slice through things that would not normally be cuttable at GM discretion.
Godlike Speed: Your Furious Charge triples your speed. The defender(s) must roll Perception at difficulty equal to that speed or the attack is Ambush. Requires roll of Con, Will, or Spd at difficulty 10 to use again.

Any Melee

Red Army Revolutionary Formation: This a formation of carefully and perfectly choreographed martial artists moving in unison. If all members of the formation possess this special ability and the formation leader succeeds in a command roll, the formation ignores all normal formation penalties.
Knight's Training: Reduce armour's Dodge and Initiative penalties by 1.

Unconfirmed Modifications

Tech Milieu 3+

Underbarrel G.L.
Init: +0/+4R
Attack: 6+ Area 1
Range: 10

Melee Weapon Modifications

1 Slot
Chainblade: +1P (can be stacked with Weighted)

2 Slots
Powerblade: +2P (can be stacked with Weighted)

Ranged Weapon Modifications

Ammunition may be slotted in and out and is not integral to a weapon's design.

1 Slot
Silencers: +1 Combat Stealth
Innocuous: Weapon needs a perception check to be detected
Armor-Piercing Ammunition: +1P
Shield-Breaker Ammunition: +1P vs Forcefields
Anti-Etheric Ammunition: +1 Attack Power vs Magic Beings
Hollowpoint Ammunition: +2 to opponent's death save
Non-Lethal: -4 to opponents death save
Bayonet: Can be used as a Spear

2 Slots
Long-Barrel: +50% Range, -2 Initiative
Superior Design: +1 Attack Power
High-Caliber: +1 Attack Power, +1 Penetration, -2 iniative
Auto-tracking: +2R Initiative
Underbarrel Grenade Launcher: See weapon stats
Hypervelocity Ammunition: +2P, roll 1D after each round, gun is jams and is unusable on a 1
Explosive Ammunition: does two HP damage on any attack that penetrates armour (requires two soaks/death saves)

High-Tech Armor modifications

Note: Low-milieu armor mods may also be applied.

1 Slot
Integrated Sensors: -1 reduced difficulty on detection rolls.
Integrated Environmental: Immune to NBC effects
Integrated Stealth: +2 Combat Stealth, +1 to AP effects
Integrated Jammers: +1 Spell Save
Integrated Musculature: +1 Melee damage, can carry more
Integrated Actuators: +1 Move, may Leap like the martial arts skill
Medicare Delux: Resistance to toxic and infectious effects. Increased healing factor (2 slots).

2 Slots
Jump-Pack: Zoom?
Advanced Stealth: +2 Combat Stealth
Integrated Forcefield: +1 Dodge
Superconductive: Immune to Vaporization effect

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