Combat and combat techniques.   Posted by Chronos.Group: 0
Chronos
 GM, 39 posts
Sun 22 May 2011
at 00:31
Combat and combat techniques.
  Kill it, move on...

combat specialists are the primary power of any combat oriented organization, they also allow less combative experts to work in relative security in the field. soldier,commandos, shock troopers mercs, gunslingers, and common thugs fit into this group.
  Combat techniques often work in conjunction with one another, or feats, abilities and talents from other sources. when fully integrated they allow a combat specialist to pull of maneuvers not possible under the normal rules.



Combat Mastery:
Mastery: a catch all phrase for a kill that reflects the skill, and proficiency of a Player in one of the major groups. It is more than simply learning a technique it is learning the nuances, secrets and dirty tricks of using a group of associated powers more efficiently and more effectively
          In certain cases a character must have as many ranks in Mastery as he does in a specified Skill, ability, or technique he wishes to learn.

COMBAT MASTERY AND DEFENSE
       as a rule each 3 ranks of combat mastery grant a =1 class bonus to his Armor class. This is in addition to any Equipment, dodge, or miscellaneous bonus to his AC and replaces the Normal Class AC Bonus. all limitations on class defense bonus apply to the combat Mastery Defense bonus as per normal rules.

Mastery Points. These function similar to action points. They are used to activate certain abilities or increase the effectiveness of ability. Unlike Action points Mastery Points refresh between sessions. As long a character has a chance to rest between combats. Continuous combat can deplete the internal reserves of any person.

(for play by post GM will inform players when Mastery Points refresh)

Mastery Point Pool: Wisdom Modifier +1 pt per rank in Mastery

Mastery points may be used in the following manner
( effects of higher level abilities replace lower level abilities and do not stack unless specified)

Lvl 1 Mastery 1 rank
May spend mastery point to Increase damage +1
May spend mastery point to increase Range by 10%
May spend mastery point to increase his Defense bonus By an additional 2 pts

Lvl 2  3 ranks
May spend mastery Point to reduce recovery time/drain/cooldown 1 round/pt
May spend mastery Point to increase damage +2
May spend mastery point to increase Duration 1 round.
May spend mastery point increase target save DC by +1
May spend mastery point to increase Range by 15%
May spend mastery point to increase  area of affect 2.5ft
May spend mastery point to increase Defense bonus By an additional 1 pts(3 pts total)

Level 3 6 ranks
May spend mastery Point to reduce manifestation time 1 step
May spend mastery Point to increase damage +die
May spend mastery Point to reduce recovery time/drain/cooldown 1 round/pt
May spend mastery point to increase Duration 2 rounds.
May spend mastery point to increase targets save DC by +2
May spend mastery point to increase Range by 25%
May spend mastery point to increase  area of affect 5ft
May spend mastery point to increase Defense bonus By an additional 1 pts(4 pts total)

Level 4 10 ranks
May spend mastery Point to reduce manifestation time 2 steps
May spend mastery Point to increase damage + 1 die
May spend Mastery Point to recovery time/drain/cooldown 2 rounds/pts
May spend mastery point to increase targets save Dc by +3
May spend mastery point to increase Range by 50%
May spend mastery point to increase Defense bonus By an additional 2 pts (6 pts total)



NOTE:Ranks in combat techniques, and weapons training may not excede ranks in Combat mastery. ( ranks to purchase mutations are not counted towards maximum limit )



Weapons training:



All but a handful of weapons require some skill to use effectively. Almost anyone can pick p a club, knife or pistol and use I in a pinch, but their attacks are seldom accurate or particularly effective.  To hit consistently and put the attack where it needs to go to do the most damage requires some time on the rang or in the dojo working with the weapon sparring, target shooting or studying the finer points of itís use.


 Weapons training replaces the Base attack Bonus and level based attack bonuses in combat. Instead the player uses his weapons training ranks+stat+modifiers as his attack bonus.  Weapon proficiency feats are used but only to gain a weapons skill as a class skill.

Purchasing ranks With weapons training
     Weapons training ranks are purchased with Advanced Skill points. At creation the character may select a number of weapons training skills as class skills and additional weapons training skills may be selected by choosing to use Personal firearm, Advanced Firearms, or Exotic weapons feats. Unarmed, simple weapons, archaic weapons feats are used to gain melee weapons and unarmed attacks as class skills.


Non Proficiency
      Attacks made by a weapon that a character has no weapons training with are made without a -4 non proficiency penalty .  The attacker lacks the skill and knowledge to properly hit vital areas with his attack and only blind luck ( a confirmed critical hit) would allow them to deliver a truly lethal attack with their weapon. for this reason called shots, bypassing armor, use of skills techniques, feats, talents, or other abilities, can not be attempted without weapons training.

Target Practice/sparring

Practice must be taken with each type weapon a character has training with. The character must spend 1 hour  practicing with his weapons each week to maintain his skill. For every week that passes without practice time his ranks are temporarily decreased by one until missed practice time is made up.
Practice expends ammunition and requires he clean and maintain his weapon, he must also have a range or at least an isolated area to use his weapon.

                Combat replaces weapons practice for the week. Extended combat negates the need for practice. As long as the character is engaged in combat at least once a week.


 cost,
purchase DC 8 per hour for range/gym rental( improvised range free)

Ammunition expended ( des not apply to unarmed and melee weapons)
100 rounds Pistol/rifle
250 round Full automatic weapon
5 rounds or ammunition belts heavy/crew served/or mounted weapon
Thrown weapons may be recovered or practice weapons substituted.
Crew served weapons require that entire crew practice together
Practice or inert/simulated ammo for crew served and heavy weapons may be used

VR Simulator practice  be substituted.( for certain weapons it may be the only practical choice) but doubles practice time. Simulator rental Purchase DC (15 per session)



NOTES:

       ranks spent to gain mutations, or evolutions after the first do not apply towards attack bonuses.

            Feats talents and abilities, which give an attack bonus or grant special attacks are still useful as they add to the training a character receives.  But no class level based attack bonus is added to the attack roll at any time.


Weapons listed as exotic require the exotic weapons feat to gain as a class skill, unless the character selects it through the use of his primary, secondary or tertiary Skill group choices.

Weapons Groups
Weapon types.
Unarmed
Simple                  Knives, clubs, sticks, staves)
Archaic                 swords, axes, maces, whips, chains etc
Thrown                  knives, boomerangs, rocks, beer mugs, grenades
Muscle powered ranged   bows,  slings, spear throwers etc.)

Personal Firearms
       Pistol           revolvers, semi automatic, and single shot pistols,
                        (includes both projectile and energy)
       Shotgun          all semi-automatic, single shot, and full auto shotguns
       Rifle            all semi automatic, single shot, and primative rifles

advanced firearm
       Machine Pistol   semi automatic pistols modified to fire burst or full
                        auto modes
       Submachine Gun   all pistol caliber full auto weapons including carbines.
       Assault rifle    all intermediate/rifle caliber firearms capable of full
                        auto. including rifle caliber machine guns and squad
                        weapons
Exotic Weapons
Heavy weapon           rocket/missile, projectile, energy,
Crew served weapon     rocket/missile, projectile, energy
Mounted Weapon         rocket/missile, projectile, energy
Artillery              direct, Indirect
Weapons used with techniques
When using or learning a weapons technique the shooter can not execute a techniques higher than his level in weapons training, or spend more ranks in a weapons technique tan he has in weapons training.




Additional bonuses.
As training progresses special abilities may be granted to the character allowing him to perform acts less experienced shooter can only dream of performing.


Lvl I 1 rank
May perform any special maneuver with his weapon aas well as use any techniques, feats or abilities you posses with this type weapon..
Can clear weapon jams as move action (repair check 10 to clear as free action)
May make untrained repair roll dc 10 to properly clean and maintain weapon. Weapon receives a fort save DC 14 to prevent weapon from jamming on  a critical failure. If successful the attack still misses, and ammunition is sill expended but the weapon functions normally.

Lvl II 3ranks
increase range increment by 5%/+1 damage to melee weapons

6 ranks
Increase range increment by 10%
Reduce penalties on called shot by 1pt
Treat weapon as one size category smaller for using weapon one handed, or as part of a two weapon attack.

EVOLUTIONS
Lvl IV, 10ranks
Additional 1die damage with weapon.
+1 initiative with weapon
Increase range increment by 25 %
Decrease penalties for called shot 2pts
Increase critical threat range 1 pt
May use long arm at point blank ranges at half the normal penalties .

Lvl IVb 14 ranks
Weapon does not jam on a critical failure.
Melee weapons increase crit multiplier by +1

Lvl IVc 18 ranks
Increase critical threat range +1, decrease penalties for special maneuvers or attacks by 1pt.


MutationsĒ

Lvl I trick shot. A character can perform a trick shot, or attack. This could be as simple as shooting a coin tossed into the air, nipping a button off someone jacket with a melee weapon. Or shooting the pips out of a playing card.
   Trick shots suffer a penalty based on their difficulty
Simple;                           no penalty
Routine:                        -2 penalty
Difficult:                       -4
Very difficult:                -6
Nearly impossible          -8
Legendary:                    -10

Trick shots can be used in conjunction with a perform check, grant a misc, bonus of ľ the penalty for the trick

Trick shot challenge:
A player may challenge another player or NPC to a trick shot challenge. To do so he sets the conditions of the trick, and goes first. If the trick shot attack is successful the opposing shooter must equal or surpass the roll made by the first shooter. If he opposing shooter fails to do so, the first shooter wins the challenge. If the character making the challenge misses his trick shot attack roll, then he loses automatically.

Lvl III:
Fast draw :a classic staple of old west movies this is different than attempting to attack before another character takes his action.  Instead using a fast draw maneuver allows the character to draw second and fire first.: against a specific target the character can take a held action and wait for the other character to attack. When the other character attacks the characters make opposed reflex saves. If the players roll is higher he draw his weapon and attacks after his target. However , if the attack is successful, he deals his damage first. If the damage or the effect of the attack are sufficient to stun, disable or kill the opposing character then the target attack is interrupted and he does not get his attack off.
     In most jurisdiction a claim of self defense can be made if the character waited until the opposing character actually drew his weapon or attempted to attack him. Although prearranged duels are still highly illegal in many areas, and in areas where they are allowed there are strict regulations on dueling.
    The attack is made at -4, in addition the character can not move and looses all modifiers but nay AC bonus provided by armor, barriers, or shield packs.
        If the combatant agree to the terms both combatants draw their weapons simultaneously, the winner of the opposed reflex save deals his damage first, then his opponent, if the opposing combatant I not disabled, incapacitated or killed by the initial attack.

Lvl III:
Signature Move: the character learns a move that is unique to him. Executing a signature move successfully will grant him a +2 to his reputation when dealing with anyone who has witnessed his move. This bonus lasts for a short time only usually a single encounter or scene. Botching a signature move has the exact opposite effect.

This message was last edited by the GM at 19:15, Tue 13 Nov 2012.

Chronos
 GM, 40 posts
Sun 22 May 2011
at 00:32
Re: Combat : ability boost
Ability Boost:

Most soldiers or former soldiers have received a sophisticated series of implants and enhancements as part of their service. Since removal of the devices is difficult and more expensive than the implant procedures most retain thee systems for life. These implants can cause a brief surge in adrenaline and neurotransmitters that grant the character a burst of strength and speed for the durations.
( note: does not count toward maximum number of cybernetics a character may have. Cyborgs robots and synthetics may learn this ability as a cross class skill only.)

Special Note, any feat or ability that also add to stats are cumulative IF they require the expenditure of an action point.

Lvl I
Combat enhancement
Time Move action
Duration 3 rounds
Recovery: 10 rounds: Forts Save DC 15+ per use within one hour to use the technique before recovery time expires. Failed save indicates massive system stress leaving Character exhausted until he can get a full nights rest.
Target: Self
Save
Effects
+1 str, con, dex -2 spot, listen, search

Lvl 1I
Combat enhancement
Time Move action
Duration 3 rounds
Recovery: 10 rounds: Forts Save DC 15+ per use within one hour to use the technique before recovery time expires. Failed save indicates massive system stress leaving Character exhausted until he can get a full nights rest.
Target: Self
Save Fort DC (12+ level of surge) or fatigued 1d4 rnds at end of duration
Effects
+1 str, con, dex. -2 spot, listen, search. +1 to fort reflex saves


Lvl III
Combat enhancement
Time Move action
Duration 5 rounds
Recovery: 10 rounds: Forts Save DC 15+ per use within one hour to use the technique before recovery time expires. Failed save indicates massive system stress leaving Character exhausted until he can get a full nights rest.
Target: Self
Save Fort DC (12+ level of surge) or fatigued 1d4 rnds at end of duration)
Effects
3-6 pts (2+1d4 pts) split as desired between str, con, dex. -2 spot, listen, search. +1 to fort reflex saves


Lvl IV
Combat enhancement
Time Move action
Duration 6 rounds
Recovery: 10 rounds: Forts Save DC 15+ per use within one hour to use the technique before recovery time expires. Failed save indicates massive system stres leaving Character exhausted until he can get a full nights rest.
Target: Self
Save Fort DC (12+ level of surge) or fatigued 1d4 rnds at end of duration)
Effects
3-6 pts (2+1d4 pts) split as desired between str, con, dex. -2 spot, listen, search. +2 to fort reflex saves

Lvl IVb
Combat enhancement
Time Free action
Duration: Instant
Recovery: 1 round
Target: Self
Save:

Effects: dispels the stunned or dazed condition from character.
Chronos
 GM, 41 posts
Sun 22 May 2011
at 00:52
Re: Combat : Adrenal boost
Adrenaline Boost
           A combination of cybernetic implants, synthesized hormones and drugs allows a Character to alter his temporal perception. For the character time seems to slow down, and other peoples movements become sluggish . The perception shift affects a characters ability to pick up on mall details and causes some distortion of vision at distance However mot soldiers are wiling to trade the side effects for increased reaction times and an enhanced ability to avoid attacks and take advantage of opportunities that they would no be able to without being Boosted.
              Most respectable militaries hard wire their implants to detect signs of addiction or abuse and lock out the system until released by a medical officer. Safety protocols also ensure that enough drugs t cause a dangerous over doe, or overestimation of the nervous system can not occur. Over time as the system is fine tuned and the character adapts to the altered time state the system can be reprogrammed o increase the effects of it boost.
           General: Characters suffer -2 spot, search, and suffer a decrease of 5 feet on weapons range Increments due to distorted vision.

Level I
Active Combat Ability
AoO Yes
Time: move action
Recovery : 3rds
Range:
Target: Self
Duration 2 rnds
Effect   + 1 initiative, +1 AC (dodge)

Level II
Active Combat Ability
AoO Yes
Time: move action
Recovery: 3 rns
Range:
Target: Self
Duration 3 rnds
Effect   + 1 initiative, +1 AC (dodge), +1 Ref save

Level III
Active Combat Ability
AoO Yes
Time: move action
Recovery: 3rds
Range:
Target: Self
Duration 4 rnds
Effect   + 2 initiative, +2 AC (dodge), +1 Ref save, +1 attack rolls, combat reflexes as feat for duration

Level IV Improved Boost
Active Combat Ability
AoO Yes
Time: move action
Recovery: 2rds
Range:
Target: Self
Duration 4 rnds
Effect   + 2 initiative, +2 AC (dodge), +2 Ref save, +2 attack rolls, combat reflexes as feat for duration.
Lvl IVb
Level IV Improved Boost
Active Combat Ability
AoO Yes
Time: move action
Recovery: base 1 rnd
Range:
Target: Self
Duration 1 rnd
Effect   +1 attack action

Level IVc (Contingency)
Active Combat Ability
AoO Yes
Time: move action
Recovery: base 3 rds
Range:
Target: Self
Duration Until used or 3 minutes
Effect  User may hard code an action, to be triggered if certain conditions are met. To use the character sacrifices a full round action and readies a specific act,  or technique use. taking a -4 to that action he may keep it readied until the conditions set before hand are met. If the duration of the contingency expires first then the action is lost.
 ExampleĒ a soldier sets his system to initiate a disarm if the subject he is confronting pulls a weapon.  Or a Tech might ready a hack attempt to counteract or interrupt a hack attempt by a hostile tech.
Chronos
 GM, 42 posts
Sun 22 May 2011
at 00:53
Re: Combat : Armor Training
Normal body armor does not require any proficiency t use, due to the lightweight engineering of modern (futuristic) armors.  Armor Training Used only for exoskeleton, Hardsuits, Powered Armor ( Medium Mecha) and Large Mecha.
             Huge and larger sized Mecha Use Normal Mecha rules and are treated more as vehicles than armor. Normal armor des not require training or proficiencies.

Powered armor/ Mecha Training
Replaces
Armor Proficiency
Vehicle Operation Feat Mecha
Pilot, Drive, Jump and Climb skill while in Powered Armor or  Medium and large Mecha

Powered Armor( Medium Size Mecha)  and Slave Armors ( Large Mecha) are both similar in design only differing in the degree of augmentation, size and nature of power supplies, and the size and complexity of weapons and devices that can b integrated into them.
      Powered Armor do not have an independent skeleton or superstructure, instead they have a light internal network of supports and artificial muscles that support itís own weight and assist the wearers movements automatically adjusting for the bulk, weight and balance of the armor with each movement.  In effect the wearers body performs the function of a superstructure with the armor being ďstrapped onĒ More complete and often more rigid than combat armors and hardsuits, Powered armor suits requires training to move in without being hindered by the heavier armor and rigid skeleton of the suit.
    Slave Armors, on the other hand tend to have an internal skeleton, of itís own, the pilot is often housed in the torso and upper limbs of the armor securely encased by the structure of the Exoframe
    Armor/ Mecha  training is used when attempting m place of pilot drive for powered armor and Mecha. When attempting a maneuver the player uses his armor training skill instead of  pilot or drive to determine the success or failure of the maneuver.

Lvl I
may attempt any normal or special maneuver in Armor without -4 non proficiency penalty.
Replaces Pilot or drive in powered armor or Mecha if higher than pilot/drive skill.
+1 to defensive bonus while operating Mecha this replaces class defensive bonus in Mecha.

Lvl II
Gain +1 to initiative when wearing chosen type of armor or piloting a Mecha
+2 to defensive bonus while operating Mecha this replaces class defensive bonus in Mecha.
+5ft Running Speed while operating Mecha or Powered Armor

Lvl III
+3  to defensive bonus while operating Mecha this replaces class defensive bonus in Mecha.
+1 to attack rolls when using mounted  or integrated weapons in Mecha or powered armor
+reduce armor, maneuver penalties by 1 in powered armor or Mecha

Lvl IV
May select one type Mecha , while operating this Mecha Size category or armor type he gains an additional +2 to his AC and any Armor Mecha training skill check while wearing his chosen armor.  ( may chose this evolution multiple times for different Mecha sizes and armor types.)

Lvl IVb May spend action point and make a Mecha skill check against the To hit roll of any one attacker, if the check is higher than the attackers to hit roll the attack automatically fails.
          If the attack is within 5 pts of the attack roll and but fails the attack  deals only half rolled damage if the roll results in a Natural 20 the Pilot can counter attack at -4 to his attack.
             If the result of the roll to avoid an attack is a natural 1 the attack deals maximum rolled damage.

Lvl IVc  May spend an action point to transfer damage taken from one attack to his Mecha, his ability is most often used when an attack or damage from a critical hit gets through to the pilot... in which case he can choose to redirect it back to his armor. it does not protect from such damage sources as toxins, Psionics, or diseases.
Chronos
 GM, 43 posts
Sun 22 May 2011
at 00:54
Re: Combat : Blade Mastery
Blade Master:
The use of a sword or knife in close combat is an art form seldom taught in the modern world. While simple combat training with a knife or word is common among certain races true mastery of the blade is a rare art form practiced only by a hand full of combatants.
          The art of the Blademaster is more than simple combat, it encompasses movement, strategies, intimidation and the anatomy of any likely opponent. It also teaches the devotee the art of crafting his own personal weapon the blade with which he is most familiar with and by the time he reaches the highest levels of study the blade that has become an extension of his will.
           While more serious and often at odds with tech or psi blade users they view as undisciplined or rash. Blademasters do view them as significant rivals in combat focusing their attentions on them in preference to others. Outside of combat they test themselves against other Blademasters and any tech or psiblade wielder they see as a serious student of the blade. While they will not use their personal blade in routine sparring or non lethal combat if they feel the swordsman is a valid opponent they will not hesitate to use their blade in a blood duel.
            Chosen Target
May chose a single combatant as his chosen target. To do this the blade master must engage him in melee combat fighting defensively for one round to gauge his abilities.  If defeated or the chosen target withdraws fro combat the Blademaster may select another chosen target. But as long as the initial target is in combat he must continue to engage him as his chosen target.
            Blood Duel
If challenged or grievously wronged the Blademaster must enter into a blood duel. Only the blade master and his opponent may participate, and both participants are honor bound to deal with anyone who intrudes forcefully.
           While engaged in a Blood Duel the focus and training of a blade master comes into full force with the blade master receiving a temporary boost to his initiative, strength and dex equal to the highest level he has in Blade Master.
            The duel can only be ended when one participant is unable to continue or has lost half his Hit points, the first character to be reduced to Ĺ hit points must offer to concede defeat.  If both combatants are reduced to half hit points they must conceded the battle as a draw.
             If both combatants agree the battle may be to the death with neither participant conceding defeat until one of them is dead.

Lvl I
Blademaster receives +1 to bluff and intimidate while in melee combat.
+1 AC( dodge bonus) and attack, damage ( Competence Bonus) vs. single target while using bladed weapon

Lvl II
Blademaster receives +2 to bluff and intimidate while in melee combat.
+2 AC vs. chosen opponent, +1 to attack and damage vs. any opponent while using bladed weapon
May spend action point to reduce target DR by Ĺ vs. his attacks for 1d4 rounds.

Lvl III
Blademaster receives +2 to bluff and intimidate while in melee combat. And receives frightful Presence feat. If he already posses or selects the feat at a later date he may as a move action focus his attention on one target if that target fails his save it must withdraw from combat and flee.

The Blademaster Deals 1die additional damage on successful Melee attack  vs. chosen target.
              Personal weapon, Blademaster forges a masterwork version of his chosen weapon, when using it he gains all befits of the technique with additional personal weapon bonuses. While using his personal weapon AC increased an additional +2 vs. all melee and hand to hand attacks. Critical threat range increased by +1 with personal weapon.

Lvl IV
Blademaster May spend an action point and reduce the effective Dr of a single target to 1.  For on attack with itís DR reduced to half vs. the Blademaster  for the remainder of the combat.
              The Blademaster deals 1die additional damage to all attacks with a bladed weapon, he deals an additional 1 die vs. his chosen target when using his personal weapon.

Lvl IVb ( requires Lvl IV) weapon treated as having the sharpness quality, will sever arm or hand on confirmed critical hit.

Lvl IVc ( require Lvl IV, Lvl IVb)   weapon gains the vorpal quality, on a confirmed crit it severs the head of an opponent, on a non confirmed crit it severs hand or limb.

Level V: Blademaster may chose as multiple chosen targets. He may select 1 plus wisdom modifier chosen targets in melee combat.

This message was last edited by the GM at 21:01, Tue 04 Oct 2011.

Chronos
 GM, 44 posts
Sun 22 May 2011
at 00:55
Re: Combat : Gun fu
Gun fu;
   A combination of acrobatics, martial arts and firearms use. This energetic and flashy form of combat turns a gunman into a whirlwind of death and destruction in close combat.  Often the Gun Fu master will augment hs weapons with blades, or other attachments to allow it to be used as a melee weapon without risking damage to the weapon. Modified weapons are better balanced and have been modified to be used a hand to hand weapons removing the non proficiency penalty for using them in had to hand combat.
       While in Melee combat as long as the gunman has at least one modified weapon available he counts as having a melee weapon ready. Either to block parry and defend with or to make an attack of opportunity with his weapon.
         When using Gun fu the gunman may use either his firearms training or Melee weapons training for his attack rolls, depending on whether he is firing the weapon or using it as a melee weapon.
Lvl I
User may use his firearm as a melee weapon without improvised weapon penalties. Unmodified weapons do 1d4 lethal damage when used for a strike in melee combat.  Attacks count as an armed attack and do not provoke attacks of opportunity.
Pistol or submachine gun blade 1d6 slashing
Rifle bayonet Id6 piercing or slashing

Lvl II:
Gunman may use any melee feat, special attack or ability while using his gun as a melee weapon.
+1 damage while using hi weapon as a melee weapon.
               As a move action the gunman may attempt an opposed roll using his reflex save, or tumble skill against any flanking character If the save is successful he can outmaneuver the flankers and I no longer counted as flanked.

Lvl III
Gunman no longer provokes an attack of opportunity when firing a ranged weapon in a threatened square.

Surprise move: using a move action and 5ft of movement the character can attempt a Bluff vs. sense motive, or spot check If he I successful he can quickly move to flank an opponent. Even if there is no other character in position to flank the opponent suffers the penalties for being flanked.
    The opponent must be in an adjacent square and in melee combat with the character. The character must be able to move, at least five feet, and be aware of his surroundings and the opponent he wishes to flank. On his next available action the flanked character can turn to face the flanking character and no longer suffers the effects of flanking.

Lvl IV: If engaged by multiple opponents he may take a full attack action and attempt an attack, either melee or ranged against any target in melee combat with him regardless of facing. If he is using a ranged attack he can attack valid target within 10ft of him.
          He may attempt one attack per character in combat with him, and all attacks suffer a cumulative -2  per targeted creature object or character.
             If character posses whirlwind attack he may make the attacks at no penalty.  Instead he gains  +2 to his attack on each character.
             If the character poses improved two weapons fighting he may mix melee and ranged attacks.
Chronos
 GM, 45 posts
Sun 22 May 2011
at 01:06
Re: Combat : hammer hand
Hammer hand:

First introduced as a pit fighting technique among kinetic brawlers the Hammer Hand technique has been widely adopted by more ďcivilizedĒ combatants over the years.  Recent introduction of a hammer hand gauntlet has made the technique available to combat troops who prefer to close with their enemy and deliver a brutal beating to their enemy face to face.
          By incasing the fist and forearm of the fighter either in ectoplasm, or a field similar to tech armor the fighter can use his hands as lethal weapons, as well as gain some protection fro the inevitable retaliation often following a fist to the face.
          In addition to protective field the hammer hand technique also amplifies the impact of punches, through the use of Kinetic amplification or self contained devices similar to those found in concussion rods.

Notes;
hammer hand attacks are considered armed melee attacks.( str mod added to damage)
        A Hammer Hand strike delivers lethal damage due to the powerful forces it delivers. It can deliver non lethal damage however the attack suffers a -4 to the roll.
         If used on both hands the hammer hand technique can be used as a double weapon allowing an attack with bout hands. For penalty purposes both hands are considered light weapons.
         The Hammer Hand technique generates a visible effect, either glowing ectoplasmic vapor, or a glowing holographic field similar to tech armor.
         Any feat, special ability, perk or maneuver that can be used with an unarmed attack can be used with a hammer hand attack. In the case of disarms, trip and bull rush attack Hammer Hand grants a +2 equipment bonus to the strength rolls. If the option exits to use a strength, skill, or a dex roll character must use strength.
         Hammer hand affects only the hands, unless the character spends 1 rank per level to learn the Hammer Kick mutation. In the case of the combat version it also requires that boots be fitted with a hammer hand module as well.

Hammer hand
Activated Kinetic//combat ability
Time: combined with melee attack
Drain: 1pt per level per round
Duration: one attack action ( if used on both hands two attacks total)
Target: self
AOA: as armed melee attack
Save: none

Effects
Lvl I
+1d6 bludgeoning
+2 AC (Deflection) vs. melee attacks.

Lvl II
+1d6+4 Bludgeoning Melee attack
+2 AC (deflection) vs. Melee attacks
+4 to break object roll

Lvl III
+2d6 Bludgeoning Melee attack
+2 AC (deflection) vs. Melee attacks
+6 to break object roll

Lvl IVa
+3d6 Bludgeoning Melee attack
+2 AC (Deflection) vs. melee attack
+8 to break Object rolls
+1 crit multiplier

Lvl IVb Character may expend action point to deliver maximum damage on successful attack on a dazed, stunned, or unaware opponent

Lvl IVc Haymaker: as a full attack action the character may attempted to deliver a two handed punch delivering a powerful blow sufficient to deal with most opponents. The attack is made at -4 and delivers 1.5X rolled damage. Damage dice rolled on a successful attack is the highest damage he can deliver with Hammer Hand.

Mutations

Lvl I,II,III,IV Hammer Kick: allows character to use kicks with his hammer hand attack, His effective strength is increased by 2 pts, but he suffers a -1 on his attack roll, and AC

Lvl I. Power weapon: If armed with a reinforced ( masterwork) weapon the attacker may use his Hammer hand technique with that weapon. The weapon may deliver additional dice of damage (+1 die, per dice damage done with Hammer hand attack) up to double the dice it normally delivers. Improvised weapons break automatically, and un-reinforced ( non masterwork) weapons must save DC 10+ 1 per extra dice done or break

Lvl II jack hammer: the character may  use a Hammer hand attack to an object dealing full damage to that object: (Normally objects take half damage from bludgeoning attacks.)

Lvl II: Nerf Hands: damage done by hammer hand attacks can be converted to non lethal damage, the target must make fort save versus damage rolled or be knocked out. If target makes his save he takes no damage, if he fails he is unconscious for 1d3 rounds. Target may make fort save DC 15+ number of rounds knocked out to get back to his feet, but he is still stunned up to the total number of rounds he was knocked out for.( usually used in sparring, and non lethal combative sports events

This message was last edited by the GM at 01:07, Sun 22 May 2011.

Chronos
 GM, 46 posts
Sun 22 May 2011
at 01:07
Re: Combat : Marksman
Marksman: Intense training, constant practice and a degree of innate talent allows the marksman to improve the damage and effectiveness of his weapon. Firing a single round from his rifle the marksman can find weaknesses in the enemies armor and place rounds in vital areas more often than shooters when have learned on the basics of weapons training.
           Marksman can be used with any single shot, or semi automatic weapon. Auto fire only weapons, shotguns mounted and Heavy weapons are to inaccurate to make use of this technique. To make use of this technique the shooter must have a weapon with a sighting mechanism, and butt stock of some sort.

Bracing and Focus:
            The Marksman Takes the time to shoulder his weapon and use the sights built into his rifle. Preferring the detailed information and superior optics of most modern scopes to the ones in His HUD. His deliberate aim, and focus on his target does have itís drawbacks he can not maneuver freely while taking his shot, and he can not react as quickly as someone firing from the hip or snapping off quick shots as they hide behind obstacles or move erratically to throw off the oppositions aim.
The shooter suffers -2 on any skill check not involving his current target.
              The Shooter must be able to hold his weapon in both hands and have his weapon braced.
Brace weapon, . May combine with Aim action.
Maintain Brace: ( free action)   if the shooter lowers his weapon is forced to release his grip with one hand., disarmed, tripped, or forced to move by an attack or effect, he loses the benefits of bracing his weapon . He also automatically loses benefits of bracing if he has to make a save, becomes, shaken, stunned or dazed.)

              A pistol can be fitted with a removable butt stock as a gadget Purchase DC 7, or braced against a solid surface( even something as simple s kneeling on one knee and bracing one elbow on his other knee, or going prone and resting elbows on the ground)  as a move action allowing the shooter to use his marksman skill with his pistol as well.

Marksman
Passive combat Technique ( Associated skill weapons training)

Effects.
Lvl I
While braced shooter increases his range Increment by 5 ft in addition to any other increases to his range increments
Shooter may choose to reduce his AC and increase his attack bonus each -1 to AC grants a +1 bonus to hit. Max bonus +5

Lvl II
Shooter may reduce his initiative to increase his range increment. -2 to initiative increases range Increment by +5 ft  ( Must announce intention before rolling initiative)  max increase +15ft

Lvl III shooter may choose to make a full round attack reducing his initiative by -4 and becoming flatfooted. To deal increased damage. ( +1 die per two levels of marksman.)

Lvl IV shooter may make an assassination shot  against an unaware organic target. This functions similar to a coup de grace attack requiring the target to make save vs. damage rolled or be reduced to -1 hit point. Target can not be engaged in combat or aware of any threat to him. This attack is a full round action and requires a successful Called Shot ( Head ) attack

Lvl IVb shooter may spend an action point and inflict maximum damage ,on a successful attack, to a target unaware of his presence.
Lvl IVc  shooter may make a full round attack, become flatfooted, and reduce his initiative to 0. While in this position he may make an attack roll against a target and hold his action. He then announces a list of conditions, if any of these conditions are met the attack deals damage instantly. He must announce his intent before making the attack roll, if the attack misses his action is wasted.
          The GM does not reveal whether or not the attack is successful to the player he notes the outcome and withholds this information until the attack is triggered.
           The shooter may abandon his action on his initiative ( zero ) and take some other action, until then he is flatfooted and can not take any other action.
           The shooter may elect to continue to hold his action indefinitely, continuing fro one round to another with a successful concentration check DC 10+ Number of rounds Action has been held for.
            The shooter may combine this action with any other level of this technique that does not reduce his initiative. ( he doesnít have any left to spare).
Chronos
 GM, 47 posts
Sun 22 May 2011
at 01:08
Re: Combat : Onslaught
Onslaught ( Full auto_)

Onslaught.
One bullet with you name on it is bad. Ten bullets addressed to whom it may concern is downright unhealthy. Since the invention of full auto fire capable weapons soldiers have learned to use the onslaught of lead and steel to maximum advantage. A rifleman armed with an assault rifle can match the firepower of a platoon of men armed with single shot weapons, or a squad armed with semi automatic rifles.  Positioned properly and used by a skilled gunner a full auto weapon can deny the enemy the ability to maneuver, force him to cover or slaughter his forces with brutal efficiency.
         Though smaller and less powerful submachine guns and machine pistols give one man the ability to clear a room in seconds or defend against groups of attackers where he might be overwhelmed without a full automatic weapon.
Onslaught can be used with any weapon capable of firing in burst fire, or full auto mode. It does not replace the standard Burst an auto fire rules however. It simply adds new attacks and more flexibility. . shooter trained in onslaught techniques can turn an already dangerous weapon into a lethal Instrument of  Slaughter.

Onslaught may be used with any weapon capable of full auto fire, however the shooter may not have ranks in excess of those he has ranks in Weapons Training he has in the weapon he is using.

Lvl 1 increase targets save DC versus auto fire attack by +1/ level of Onslaught.
Special: ( suppression fire)Shooter may elect to make an auto fire attack against an area, this attack is treated as normal to determine if a target is it, and damage dealt by the attack. However the shooter continues to fire on that area until his next action at which time he may make another action or continue suppression fire on the area. Any  creature all targets in the area, moving into, attempting to exit the area , or taking any action (other than seeking) cover in the area, while the shooter is maintaining suppression fire must immediately make a save versus an auto fire attack or take damage as normal for the weapon.
                In addition any creature that remain in the area is subject to additional auto fire attack at the end of the round and on their next action if the shooter still maintains suppression fire on the area. If continued all targets in the area, moving into, attempting to exit the area , or taking any action (other than seeking) cover in the area, continue to be affected by the attack for as many rounds as  the shooter continues the suppression fire.
    Note: this attack expends 60 rounds of ammunition per round, if there are not sufficient rounds in the weapon the attack can not be attempted. If the shooter decides to continue the attack for additional rounds after the first he must have at least 60rnds remaining to continue the attack.
       While firing suppression fire the shooter must be able to hold the weapon with both hands and can take no action other than free actions if he takes damage or must make a saving throw the attack ends unless he can pass a concentration check DC 15.

Lvl 2
          Decrease penalty for burst fire attack by  1pt. Decrease penalty by 2pts when lvl IV onslaught acquired
Special: shooter with advanced firearm proficiency may elect to make an auto fire  attack against a single target to increase his chance to hit. This is a full round action and grants a  +2 bonus to his attack. This bonus increases to +4 when level IV onslaught I acquired.


Lvl 3
 Special:  Shooter may elect to make a burst fire attack against a target to increase his chance to hit, instead of increasing damage. This attack is a full attack action and does not incur the normal -4 penalty for a burst attack or increase damage. Instead the shooter receives a +4 bonus to his attack inflicting normal damage with his weapon  on a successful attack.
                 Grazing fire: the shooter is able to make a suppression fire attack on an area 5 feet wide extending out to two range increments for his weapon. Any target entering this area is subject to an auto fire attack and must save accordingly.
     Note: targets that are flying higher than five feet or crawling when moving through the area, crawling are not effected by grazing fire.

WARNING: rounds fired during grazing fire continue out for some distance beyond the affected area, while they have spread out too far to be an effective attack, collateral damage to structures, vehicles and bystanders if very likely.

Lvl IV
Special: shooter may make an auto fire attack versus a single target to strike target with multiple hits. This is a full round attack and incurs a -4 to penalty to hit and to initiative. Shooter must declare his intent to make this attack when announcing his initiative.  The shooter strikes the target an additional time for ever 2 pts he exceeds the required attack roll to successfully hit his target. Each successful hit is a separate attack and damage is rolled separately. A targets DR or hardness I applied to each hit individually.

Lvl  IV
Special:  (Walking fire) shooter may more while maintaining suspension fire. He can only move at a slow walk. Ĺ normal movement.

Lvl IV:.
         Shooter may spend an action point and hose down an area inflicting damage on all creatures and objects I that area. The area is cone extending out 2oft( or 4 squares) and25ft( or 5 squares) across at itís furthest point. Targets may make a reflex save DC 15 to avoid being hit. The attack dos normal damage for the weapon used.
Chronos
 GM, 48 posts
Sun 22 May 2011
at 01:10
Re: Combat : Overkill
Overkill:
There is no such thing as proportional response once the shooting has started. At least I the mind of a shooter trained in overkill. A brutal technique focusing n the use of shoguns for the purpose of  destroying the enemy as quickly and as brutally as possible.

Passive combat Skill
(ranks in overkill may not exceed ranks in weapons training: shotgun)
Lvl 1 +1 damage with shotgun

Lvl 2 +1 to hit/damage shotgun.
If firing shot rounds may make auto fire attack against 5x10 area in line away from shooter hot rounds usually fire
00 Buckshot: 10 pellets 2d6 each
Field shot:     20 pellet 1d4 each
Bird shot       100 pellets 1pt each

Lvl 3 +1 die damage +2 to hit.  +1 to crit threat range of weapon at pot blank range.
If the shooter pose the burst fire feat the Shooter may use burst feat with shotgun firing uing only one round from his shotgun.
If firing shot, a an attack action the shooter may increase his attack roll by +4 on a single target.

Lvl IV +( 1die+2) damage, +3 to hit +1 crit range and multiplier at short range
Shooter my attempt multiple hits on same target when firing shot shells. Damage depends on loaded shot. For each +2 the hooter succeeds in his attack roll he may roll a second damage roll on the target. Each roll counts as a separate attack and is reduced by Dr and hardness accordingly.
00 Buckshot: 10 pellets   2d6 each
Field shot:     20 pellet    1d4 each
Bird shot       100 pellets 1pt each

Lvl IVb s shooter has weapons specialization with shotgun, the shooter may spend an action point, and make a full attack action attack if successful he may inflict maximum rolled damage if at point blank range.

Lvl IVc when he shooter makes a successful attack vs. a  medium size or smaller target the target must make a fort save DC Damage rolled or be knocked prone.
Chronos
 GM, 49 posts
Sun 22 May 2011
at 01:16
Re: Combat : Shootist
hootist:
Pistols are the weapon of choice for individuals who specialize in the Shootist techniques. Hours of practice, and drills have honed their skills into a lethal arsenal of combat kills and dirty tricks that turn a weapon usually thought of as a second choice, or last resort into a serious weapon even  in a world of force fields and power assisted hardsuits.
            To use a Shootist technique he character must be armed with a one hand weapon either projectile or energy.  And have weapons training at least equal to the level of the technique he wishes to use.  The weapon he is using must be single shot or semi automatic, although  a machine pistol or submachine gun firing in semi-automatic mode may be used.


Lvl 1
Power shot. The shooter may decrease his attack bonus by up to -5 to increase his weapons damage by up to +5

Lvl II  May use a full round attack action to make a rapid fire attack with his pistols. He may attempt to fire as many rounds as he has in his weapon each attack after the first incurring cumulative a -2 penalty to hit. The attacks may target one individual or multiple creatures however there is an additional -1 to the attack per creature targeted.
         Before the attacks are rolled the shooter must announce how many rounds he intend to use, and which creature she intends to target. And must roll the attacks separately. If the shooter misses a target he may not reattempt the shot until he has completed all other attacks he has declared, if he still has rounds remaining he may re-engage the missed targets, with appropriate modifiers for the attack. The shootist may engage as many targets in a single round as he has round in his weapon....if he is using two weapons he may of course use his off hand weapon to engage targets with all proper modifiers applied.

Quick shot: the shooter may decrease his chance to hit to increase his initiative. Each -1 to his attack roll increases his initiative by +1, up to a number equal to the levels he has in Shootist. The intent to make a quick shot, and the number he intends to decrease his attack roll by is announced before initiatives are rolled

Lvl 3: Deadeye: the shooter may increase his to chance to hit at the expense of his initiative. Increase his attack roll by +1 for every point the reduces his initiative by.  The intent to use Deadeye before initiatives are rolled. The maximum amount the shooter can reduce his initiative is -5 and the reduction can not exceed his rolled initiative + initiative modifier.

Lvl IVa Blackhand
The hooter may spend an action point to deliver maximum damage for his weapon at pointblank and short range for his weapon.

Lvl IVb if armed it two identical weapons the shooter may use the double tap feat firing one round from each weapon, even if the weapons are not semi-automatic.

Lvl IVc  If armed with a semi automatic weapon, and the shooter posses he advanced firearm and weapons specialization feats, he may fire the weapon as if it had the three round burst option.
Chronos
 GM, 50 posts
Sun 22 May 2011
at 01:18
Re: Combat : Soak
Soak:
For certain assignments there is an almost absolute chance of injury. For soldiers or civilians who are put into extreme high risk situations on a regular basis biomedical engineers have developed a number of implants, drugs, and nano-machines that drastically increase an organic sentients chance of survival.
        By lacing a persons body with dozens of tailored nano colonies, cybernetic implants and engineered glands. The Soak ability allows a soldier or civilian to withstand inhuman amounts of damage and still live long enough to receive medical treatment. While impressive the shock and strain on the body limitís the length of time a body can stand the surge of chemical and rapid healing activities of this technique without permanent injury. Over time, with continual tweaks to the system and the characters increased tolerance for the drugs and stress that the system causes hey gait increasing effectiveness from the system without need to physically upgrade the unit.

Note: this technique requires a cybernetic component.  Due to the usefulness of this ability that component counts as 1 cybernetic implant for purposes of how many implants the creature can have before suffering lost levels.

Stat penalties: while under the effect of soak the characterís Wis, and Int are reduced by 2 pts. In addition to any other reductions to his stats from other techniques, abilities or conditions.

Recovery Time:
While recovering from effects of Soak, any additional use of soak requires Addition save DC 15+ 2 per level. Even if Save is failed the character gains the benefit of soak but is automatically exhausted at end of duration.

Temporary Hit and health Points: when damaged all damage is applied to the characters temporary hit/health points first before. Unless other wise stated ( Ie. Damage is not effected by damage resistance, or is from a mind effecting source)

Active Combat Technique
Time: Move action
Duration: 6 rds +2 round per level of power ( at Lvl 1)
Target: Self
Recovery: 10 rnds: of power or suffer 1d4 pts Con damage, and 3d6 health point damage
Saves: Character must make Fort save DC 12(+1 per level of power) or become fatigued for rounds equal to duration of power.

Effects:
Lvl I
+20 temporary health points
+5 temporary hit points

Lvl II
+25 temporary health points
+10 temporary hit points
+1 fort save
+1 massive damage threshold

Lvl III
+30 temporary health points
+15 temporary hit points
+1 fort save
+1 massive damage threshold


Lvl IVa
+40 temporary health points
+20 temporary hit points
+2 fort save
+1 massive damage threshold
+2 additional damage resistance

Lvl IVb
Heal +1d4 health points per round , in addition to any other healing

Lvl IVc  becomes immune to daze, stun, critical Hits, for duration of effect.

This message was last edited by the GM at 01:18, Sun 22 May 2011.

Chronos
 GM, 51 posts
Sun 22 May 2011
at 01:19
Re: Combat : Sprint
Sprint:
In combat sometimes ďSpeed is ArmorĒ crossing an open area, closing rapidly on an enemy, or escaping the blast radius of a bomb  may b the difference between survival and death.  By rewiring certain nerves, and augmenting specific muscles bio-engineers have developed techniques to allow a runner to vastly improve his running speed.
        As useful as it would be to create an army of Olympic class sprinters the fact that many people lack the coordination, training and balance to move any faster than they already do limitís the use of the Sprint technique to those who can master their own movements enough to keep from tripping over their own feet while running at high speeds. This takes practice, coaching and more than a little natural talent.
           In rare cases individuals given the intense training and practice time needed to master Sprint find that the implants and alterations are not needed their own natural abilities untested and untrained to that point are sufficient to move with the speed and agility of those using the devices.

         Notes:
Character may use this technique with any move action, ass long as he is not fatigued or his legs have not been injured or disabled.

Dietary requirements: due to stress on joints ligaments and bones supplements are need to avoid injury purchase DC 9 per week. If unable to obtain supplements, and the character continues to use this technique, any critical failure or failed reflex save indicates strain or sprain. (one leg acquires the Injured condition) if a critical failure on a jump, or reflex save occurs the character must make fort save DC 10. If that save is failed he breaks a bone, and the Affected limb becomes disabled.

        Supplements must be taken continuously, If a week of supplement intake is missed the risk of injury persists for 1 week after supplement use is resumed.

New Feat natural sprinter
This feat allows the character to learn Sprint as a class skill without the need for implants or augmentation.

Level I
Active Combat Ability
AOA Yes
Time: used a part of move action
Recovery :  Fort save DC 10( +level of technique) or fatigued for 1 rnd
Target: Self
Duration 1 move action
Effect   +5 move
             +4 Jump

Lvl II
Effect   +5 move
            +7 Jump
            +1 AC( dodge) while running
            +1 damage with kick
Lvl III
Effect   +10 move
            +7 Jump
            +1 AC (Dodge)while running
             +1 to hit and damage with kicks

Lvl IVa +15 move
             +8 Jump
            +1 AC(Dodge) while running

Lvl IVb (tireless) runner receives +2 to fort saves to avoid becoming fatigued while running.

Lvl IVc (like a mule) may deliver a running Kick, runner executes a charge attack as normal. However the kickís damage Die is one higher than normal.( a d4 becomes d6, in the unlikely event a character ca deliver a d20 attack he simply doubles damage instead of rolling a d100s. This attack can not be used with such techniques as charge or hammer handsÖ do you really want your players kicking people through buildings, if you do go for it...donít say I didnít warn you though.)
Chronos
 GM, 52 posts
Sun 22 May 2011
at 01:20
Re: Combat : Symmetry
Symmetry:
( requires: Weapons training pistol 5 ranks, Unarmed combat 5 ranks, melee weapons training 5 ranks, Behavioral sciences 3 ranks, tumble 3 ranks.)
          A martial art style enhanced with decades of statistical analysis and psychological research. Symmetry is a highly disciplined style intended to allow a single combatant to engage multiple target in close quarters combat with increased efficiency.
       Like Gun fu it is deigned to be used with guns, or melee weapons however the symmetry allow the use of martial arts and grappling as well.
          The character may elect to use his weapons training or his Symmetry ranks as his attack bonus while engaged in close combat.
Lvl I
Character gains the benefits of  the Mobility feat. If he posses it, or selects it later he gains an additional +2 vs. attacks of opportunity when moving through a threatened square.

Lvl II
Character may attempt to outmaneuver flanking opponents.  As a move action the gunman may attempt an opposed roll using his reflex save, or tumble skill against any flanking character If the save is successful he can outmaneuver the flankers and is no longer counted as flanked.

Lvl III
Character gains the ability to target multiple targets with the maneuvers trip and disarm.
          As a full attack action he may attempt a leg sweep against all targets in space adjacent to him making a trip attack against hem all. If an attack fails and the opponents trip attack succeeds he does not fall prone instead the character can make no more trip attacks against adjacent opponents.
         As a full round action the character my elect to attempt to disarm his opponents. A series of kicks, strikes and punches allows him to attempt multiple disarms., even if unarmed himself. Each disarm attempt is rolled separately, there is a -2 penalty on all disarm rolls, during this sequence of attacks, since the character is not focusing solely on the opponent at hand.  If a disarm fails the characters timing I thrown off and he can not make additional disarm attempts.

Lvl IV:
        Surprise move: using a move action and 5ft of movement the character can attempt a Bluff vs. sense motive, or spot check If he I successful he can quickly move to flank an opponent. Even if there is no other character in position to flank the opponent suffers the penalties for being flanked.
    The opponent must be in an adjacent square and in melee combat with the character. The character must be able to move, at least five feet, and be aware of his surroundings and the opponent he wishes to flank. On his next available action the flanked character can turn to face the flanking character and no longer suffers the effects of flanking
          If engaged by multiple opponents he may take a full attack action and attempt an attack, either melee or ranged against any target in melee combat with him regardless of facing. If he is using a ranged attack he can attack valid target within 10ft of him.
          He may attempt one attack per character in combat with him, and all attacks suffer a cumulative -2  per targeted creature object or character.
             If character posses whirlwind attack he may make the attacks at no penalty.  Instead he gains  +2 to his attack on each character.
             If the character poses improved two weapons fighting he may mix melee and ranged attacks.
Chronos
 GM, 53 posts
Sun 22 May 2011
at 01:20
Re: Combat : Tech armor
tech Armor ( nano-tech armor)

Tech Armor: while extremely protective and durable most armor imposes penalties on itís wearer. For individuals who need either a quick increase  in protection or to move freely without having to stop and don armor if attacked, tech armor is an effective choice. Tech armor is a system of low energy kinetic fields, that serve only to support and contain a layer of nano fluid, micro crystals of ablative armor and dense granules of carbon-zed, tungsten carbide or depleted uranium.
        Considered to e the most advanced form of personal protection available the technology of Tech Armor is still relatively new and has yet to prove reliable enough to be issued on a widespread scale to any major military. Issued to limited numbers of troops for field testing and evaluation Tech armor is commercially available and has become more common among civilians, corporate or mercenary forces. Recent field trials and successful development of units capable of  extended operation and more resistant to EMP effect has made the likelihood of tech armor being fielded y military force more likely. Many analysts predict that within ten years tech armor will replace Shield packs due to itís ability to protect against energy and melee attacks.
      While in itís dormant mode the armor consists of a light harness and emitter web joined to a control system, power supply and containers for the nanofluid/armor mix. When triggered the nano fluid flows out of the containers and into the low energy kinetic field formed by the emitters. Once deployed the nano machines quickly form a thin but incredibly dense and rigid matrix normally les than 2mm thick. The material has the protective qualities of combat armor but significantly less weight.
        The armor itself often resemble high tech transparent armor formed of  a mesh of hexagonal crystal segments. The segments hang suspended by the kinetic fields allowing them to absorb impacts and dissipate energy without coming into contact with the wearer. By law and weapons protocols tech armor must be visible and often has a slight glow created by the kinetic field enveloping the armor segments.
          Various manufactures have deliberately given their product distinctive looks and colors to market their product. In addition a wearer may have his individual rig modified to produce armor to his own tastes for a fee ( Purchase DC 15)

          When worn by itself the tech armor functions as a suit of armor on itís own. Providing both Damage resistance and Ac bonuses to the wearer. As the wearer learns o modify tweak an optimize his armor to suit him the protection and armor class bonuses increase.
           When worn in conjunction with a suit of armor the armor functions to enhance the protective qualities of the existing armor and grant an improvement to the armors Ac
           The armor can be circumvented by a well aimed shot. And like other defenses if a critical hit is score the damage goes directly to the wearer and is not affected by armors DR.

             Due to the need for a kinetic field to suspend the armor segments the armor can not be kept continually on. And must be activated and deactivated to provide protection or conserve power. The trickle charge power cells for the armor are good for many days of continuous use however the superconducting storage units, and field emitters will and do overheat with continual use. Requiring short cool down periods before they will reengage.
              When deployed it takes a full round for the armor to manifest, during which time the wearer must remain relatively still. He may take defensive actions. And walk normally but he can not attack, engage in athletic maneuvers, or complex tasks that require movement. ( the character maintains his normal AC, and may move at a walking pace, no physical skills may be attempted while manifesting armor. In addition if damaged during the formation of he armor the disruption of the fields around his body cause a shut down and the process must begin again.)

NOTES:
Tech armor is vulnerable to Pulse and sabotage attack. Any damage dealt by those techniques ignores the armors hardness and deal damage to it directly.

Tech armor by itself acts as a solid barrier providing cover to the wearer even while fighting and moving. The cover granted by the tech armor increases as the level of the technique is increased.
         Tech armor has itís own Hit points and hardness to determine if the tech armor is knocked down by an attack. After each attack the armorís systems reconfigure and re-stabilize repairing all damage dealt to it that round at the end of a round the armors hit points are fully restored) . Unless that damage is dealt by pulse, or sabotage.  Damage by sabotage or pulse is only removed by shutting down he armor allowing it to run through a full cool down cycle and reactivating it.
        Due to itís complex nature a tech armor is subject to being hacked, if it is targeted by a hack attack and the attack is successful the Hostile tech can crash the computer controls knocking down the armor and knocking the control unit offline until it reboots ( see Hack technique rules for details)
         If   worn by an untrained individual the armor is effectively Lvl I. using skillsofts to increase the protection is allowed but the armor can only be worn in independent mode since the wearer has o reconfigure the tech armor to cover gaps in any worn armors defenses manually.

Tech Armor
Base unit Purchase DC 23
Tech defensive technique
Time: full round
AOA yes
Concentration: (see description)
Target: Self ( can be used by untrained creatures See Notes)
Duration: 10 rounds (or until Knocked down) Reset time: 10 rounds Duration increases by 10 rounds each level of technique learned.

Lvl I
Independent: 50% Cover
Hardness: 5
HP: 40

With armor: Increase AC +2

Lvl II
Duration 5 Min
Hardness; 5
HP: 50
With armor: Increase AC +2



Lvl III
Cover  3 /4
Hardness 5
HP: 50
With armor: Increase AC +4

Level IV
Cover 3/ 4
Hardness 8
HP 65
With armor: Increase armor AC +4

Lvl IVb  (Tech Blade)

Allows the User to manifest a blade equivalent to a long sword  from his right wrist. The blade is fixed and requires some practice to use properly. Attacks made with the tech Blade are at -2 to hit and Use the melee Weapons training skill

Lvl IVc  decrease manifest time to move action. And decrease reset time to 3 rds with successful use computer check DC 15

This message was last updated by the GM at 05:16, Sat 12 Nov 2011.