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== Powers == All powers are used instead of a normal attack, and an entire squad must declared their the attack/power usage and targets before any rolls are made. === Power types === '''Tech''': can take tech powers<br/> '''Biotic''': can take biotic powers<br/> '''Martial''': Covers powers such as Krogan charges or Varren pounces.<br/> === Tech Powers === '''Overload Shields''' - Opposed save, or all Shields are removed from the target as if they had been removed by weapons fire.<br/> '''Overheat Weapons''' - Automatic success; affected enemy unit at range suffers -2 to attack rolls, while affected units in close combat are reduced to an initiative of 1 for the next turn.<br/> '''AI Hacking''' - When used on Mechanical units, they must pass opposed leadership roles (Hacker and subject takes leadership +1d6) to avoid Hacking. Hacked targets can be immediately ordered to make one standard attack agaisnt their nearest ally or make one standard move in the direction of the hacking player's choice.<br/> '''Summon drone''' - Model can summon a small drone to attack the nearest enemy. It is minion-class (1 hit to destroy).<br/> '''Refine Mech''' - Model selects a squad of, or individual Mechanical being within LoS and 12" and refines their programming. For the next turn Refined units receive +1 to Combat rolls, +1 to all saves and pass all leadership tests automatically. This ability does not affect vehicles.<br/> '''First Aid'''<br/> '''Cryo Freeze'''<br/> '''Incinerate'''<br/> '''Tactical Cloak''' - Individual uses stealth rules<br/> === Biotic Powers === Some ideas for implementing Biotic Powers: '''Warp''' - Rapidly shifting mass effect fields shred the target, the unfortunate victims torn, twisted and broken by the unpredictable fields. The enemy unit within 12" takes d6 str 5 hits. Armour saves and shields are allowed as usual. (Vanguard and Adepts only)<br/> OR '''Warp''' - 1d3 health damage/1d6 Armour damage/ removes biotic barriers/Two simultaneous warps on an individual enemy will remove it's shields. As in the rest of the game, order of priority is Barrier/Shields/Armour/Health.<br/> '''Throw''' - Shockwaves of biotic energy hurl targets within 24" to the ground, slamming them into walls, rocks and off ledges. The enemy unit must pass a toughness test or take d3 wounds. Armour saves are not allowed. (Sentinels and Adepts only)<br/> '''Stasis''' - Mass effect fields pin the enemy to the ground with powerful biotic fields. Enemy must pass a -2 leadership test or be pinned next turn. (Sentinels and Adepts only)<br/> '''Vortex''' - a powerful biotic field erupts into existence within an enemy squad dragging people of their feet or high in the air. The enemy unit must pass a leadership test or they may not fire next turn. In addition they automatically suffer d6 st 3 hits. (Vanguard and Adepts only) <br/> '''Squad Barrier''' - The individual using this power reinforces their squad's barriers. All squad members receive -1 to existing barriers and a 6+ save if they don't already have one.<br/> '''Push/Pull''' - move enemy, enemy takes slight damage on open ground, high damage if model passes through or touches scenery on the way. Physical (push/pull) damage only affects unshielded enemies.<br/> '''Singularity''' - lay down a small circular template anywhere in LoS within 12". All units in that area are affected. template lasts 1 round if not reinforced. Template can be reinforced by same or another character, and expands out to a larger template; can be reinforced up to 3 times. Unless reinforced, the template goes down a size at the end of your next go until it disappears.<br/> '''Biotic Charge''' - after movement, a move up to 4" into CC. Enemies who are hit must pass a Strength vs. Toughness save or be knocked prone and knocked back 1" away from the charger.<br/> Biotic powers will need to be synthesised into a cohesive form and balanced appropriately. ===Martial Powers=== '''Adrenaline Rush''' - In addition to their normal move action, once a turn the model may move 2" before or after their attack phase.<br/> '''Assassinate''' - The individual may target any model they wish within line of sight, irrespective of closer or easier targets or if the individual is in a squad.<br/> '''Charge''' - Model can move 4" to attack an enemy in Close Combat, and attacks with a +2 combat bonus<br/> '''Pounce- for varren''' <br/> === Weaponry === ==== Standard Weapons ==== '''Pistol''': Normal attack stats.<br/> '''Heavy Pistol''': +1 Armor Penetration<br/> '''SMG''': Re-roll one missed attack<br/> '''Shotgun''': +1 Combat and Armor Penetration in CQ<br/> '''Assault Rifle''': Re-roll one missed attack, +1 Armor Penetration<br/> '''Sniper Rifle''': +1 Armor Penetration +1 Combat outside of CQ<br/> ==== Heavy Weapons ==== All Heavy weapons can only be fired once per turn unless otherwise stated.<br/> Long-range heavy weapons cannot be used in CQ; while CQ Heavy weapons cannot be used at range. ==== Long Range ==== '''Grenade Launcher''': See equiv. w40k weapon<br/> '''Missile Launcher''': -1 Combat statistic, +2 Armor penetration. ''Homing''; if it misses intended target, re-roll attack; if that hits, it hits another enemy model within range, determined randomly. If there are no enemy models within range, the shot explodes harmlessly in mid-air.<br/> '''Avalanche''': Functions as the 'Cryo Blast ability. Must spend 1 turn recharging after firing.<br/> '''Cain''': 12" range. Ignores Shields, +3 Armor Penetration. Must spend 2 turns recharging after firing. Use largest w40k explosion template. A 'miss' scatters the shot appropriately. <br/> '''Blackstorm''': Functions as the 'Singularity' biotic power. Must spend 1 turn recharging after firing.<br/> '''Arc Projector''': If the weapon hits a target, apply the effects of the 'overload' ability, then roll to hit again at -1. If that attacks hits, apply overload and repeat again at a -2 modifier, and so on. Must spend 1 turn recharging after firing.<br/> ==== Close Quarters ==== '''Firestorm'''/'''Flamethrower''': Use small w40k Flamer template; standard w40k flamer rules apply.<br/> '''Particle Beam''': + 2 Barrier Penetration, ignores and removes Shields (weapon only useable by collectors)<br/> ==== Ammo Types ==== Undeveloped for the time being, as they are hard to balance and make tactically relevant without knowledge of the metagame.
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