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Melee and Gun Specialization Guide

The document describes specialization options for different divisions at level 2, including Melee, Gun, Alteration, and Unified divisions. It provides bonuses, skill chip options, and gear for each specialization. It also lists level perks that can be chosen.

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0% found this document useful (0 votes)
61 views4 pages

Melee and Gun Specialization Guide

The document describes specialization options for different divisions at level 2, including Melee, Gun, Alteration, and Unified divisions. It provides bonuses, skill chip options, and gear for each specialization. It also lists level perks that can be chosen.

Uploaded by

Jw Sq
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd

Specialization.

Can chose 1 at level 2

Melee specialization—Assault force


Bonuses
-Charge—MV +2 if moving at a foe.
-Damnation—If suffering confusion or berserk can roll a d6. On a 5+ you must move towards and
attack the nearest foe instead of normal effect.
-Adrenaline—Once a battle can spend 3 spirit to get +1 action.

Skill chip options

Frenzy—Your melee attacks that do any damage with each die do +1 damage.
Brutal—On a melee attack if 1 or more dice roll their highest number on the armor roll you do +1 D
Combo—If use 2 actions on melee attacks and both do damage you get a free melee attack that
automatically hits.
Questionable reserves
If you have 0 spirit your melee attacks do +d8 damage.

Gear
Chemical mister—On use sprays everything in range of 1 with toxins [only effects foes]. Foes that
starts their turn next to you get sloth level 1. Each use costs 1 fuel and carries 5. Takes 1 slot.
$50
Pulse generator—On use effects all in range 1. Does 2d12 damage to them. Holds 5 charges and each
use takes 1 charge. 1 slot and 75$

Gun specialization—Storm bringers


Bonuses
-Dead Round—Start each mission with 1 of theses bullets. When hit each damage die is turned to its
highest number. Can buy up to 5 more for 5$ each.
-Tunnel vision—You guns all get range +6
-Large clips—You clips get +2 rounds.
-over watch—Can spend actions to do an over watch action. If a foe moves in your gun's range and
field of vision you may immediately shoot them.

Skill chip options

All out—Spend +1 ammo when shoot and you can re-roll and missed shots.
Eye of God—If make a ranged attack and it hits your next attack [if on the same foe] will automatically
hit and hit the location of your choice.
Arsenal—If buy an item that replaces 1 clip in you gun you can instead use it for the entire mission.
Corrective Aim—For 1 spirit your gun gets R+15 for 1 round

Gear
Ghille Suit—Foes get accuracy -2 to hit you with ranged attacks. 75$
Alteration division—Sky Fall
Bonus
-Reserves—Spirit +3
-Chip master—You have +4 more alteration chips slots
-Mental Broadcast—Adjacent allies can use your San/Will to resist ailments.
-Steel mind—You get +1 to your Will/San tests. Combines with mental broadcast.

Chip options

Questionable reserves
If you have 0 spirit your melee attacks do +d8 damage.
Aura [can only have one of these two]
>Chaos—Any ally that uses an alteration ability in R=10 of you add +2 to the armor roll.
>Silence—Any for who uses alteration in R=10 of you get -1 to the armor roll.
Broken seal
When use you loose 1 HP from a location of your choice. You recover 5 spirit.
Ritual
When in use you can't act on your turn. All allies in R=25 get bonuses while you do. They get
accuracy +1 and +1 to armor roll for each action you lost to this skill. You can, just before the
foes take their turn spend 1 spirit to heal an alli 1 hp. You can also spend 2 spirit to give all
allies in R=25 armor +1 for 1 round.

Gear
Shadow suit—Using costs 2 spirit. Once a round can use to move 1 space dodging any 1 attack.

Unified division—The wall


Bonus
-rebuild—HP +1 to all locations, MV +1
-Precision—Accuracy +1 with all attacks
-Insured—If die you lose 20 less power.
-Rainbow shield—When you loose a stack[s] of a stacked status effect you loose double the number.

Chip options

Last Dance--If fall can use this to return to life. You regain all your body locations. Each turn you
loose 1 spirit for each action you take and each damage you take [instead of loosing hp]. Once
out of spirit you crumble and can't be revived. If you couldn't be revived in the first place you
can't use this.
Defiance--Once a mission get armor +1 for 5 rounds. Effects all location.
Hardened--Unless you were the target blast attacks can't effect you.
Parting Gift--If you can't be revived you can take this. When you die all allies heal 1 HP to each
location and recover 3 spirit.
Technician--Can re-roll all attempts to harvest a core.

Level Perks
Barrier—Gives you a 8 protection barrier. Can also give to any ally you see [switch once a turn]. Can't
be fixed till return to base.

Shock Grid—The first time you takes a melee hit each round roll a d6. On a 4+ the attacker looses 1
HP

Second Chance—If your torso hits 0 on your next turn you revive with 2 HP and no actions. One use a
mission

Assault shield—You get a shield that can block ranged attacks. The shield has armor 5+/10+ and 8HP.
Doesn't block attacks to your back or any melee attacks.

Tripper rig—You can spend 2 spirit each turn to get +1 action. The first turn you don't spend the 2
spirit [after using it] you get -1 action.

Lucky clover—Lets you reroll any roll you want and give it a +2 bonus.

Slaughter—If an attack of yours cost a target at least 2HP and they survive with just 1HP they lose the
HP and die. If a location is let with 1 HP it breaches.

Grenade—Your weapons that do blast effects do ½ the damage roll to allies in the blast and they won't
suffer any status effects.

Death bringer—The first shot that hits your foe doe D+d6. Can do once an battle.

Murder—The first melee attack you do each turn causes the foe to loose 1 more HP.

Vampire—When kill a foe roll a die. On an even you heal 1 HP.

Litch—When kill a foe roll a die. On an odd heal 1 spirit,

Extra plates—HP to all locations +3.

Inner Child
Spirit +1, MV +1

Heretic
Spirit +1, HP +1 to each location but +2 to torso

Blessed
Spirit +2, HP +1 to each location

Lost one
HP +2 to each location

Magi—Alteration level +1

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