Mass Effect: Benediction
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Combat Powers

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Combat Powers Empty Combat Powers

Post  Admin Wed Apr 13, 2011 9:42 pm

Adrenaline Rush: For a duration of three turns, the soldier's reflexes and physical abilities are heightened by a controlled release of adrenaline and other chemicals through their body. While this is in effect, all combat rolls made get +15. Needs three turns to cool down.

Concussive Shot: The next shot fired from your weapon will be a single shot with a massively beefed up kinetic field around the slug. Upon impact the field explodes, generally destroying the tiny slug and mitigating actual damage, but slamming into the target with enough force to knock even the heaviest humanoid off their feet. Can be very effective on a target stuck in a mass effect field, such as lift. Needs two turns to cool down.

Inferno Grenades: The soldier's omni-tool minifacturing feature alters a normal grenade (a small disk that fits into the average humanoid's palm neatly) or any other hand-applied explosive device so that the explosion sends burning slag all throughout the area of effect, potentially igniting and/or badly burning everything it hits. The omni-tool needs two turns before it can modify another explosive.

Fortification: This ability puts the user's immuno-boosters into overdrive, is usable once per encounter and lasts for six turns. While Fortification is in effect, all effect rolls against the user are subject to a -20 penalty.

Incendiary Ammo: The weapon this power is used on produces an ultrahigh friction field around the slugs, causing them to possibly light targets on fire. Incendiary Ammo is very effective against flesh targets and armor. The ignition effect is mitigated by extra armor, kinetic barriers and biotic barriers.

Disruptor Ammo: The weapon this power is used on applies an electromagnetic field to the slugs it fires, releasing the energy upon impact, possibly causing electronics to malfunction. Disruptor ammo is very effective against synthetic targets and kinetic barriers. The disruption effect is mitigated by extra armor, kinetic barriers and biotic barriers.

Cryo Ammo: The weapon this power is used on produces a special field around discharged slugs that supercools the air and the point of impact by sapping the heat and discharging it away from the impact area, meaning that Cryo ammo can possibly freeze targets solid. The freezing effect is mitigated by extra armor, kinetic barriers and biotic barriers.

Armor Piercing Ammo: Armor Piercing ammo causes the slugs fired by the weapon to almost completely bypass any extra armor on a target. It also greatly increases the penetration power against synthetic targets. Barriers and shields behave normally.

Shredder Ammo: This alters the kinetic field around the slugs fired from a weapon for maximum damage to organic targets. While interacting with armor, barriers and shields normally, the effect it has on flesh and bone is incredible.

Warp Ammo: This ability causes the weapon to wrap its slugs in a warp field. While the effects are not as dramatic as other ammo abilities, warp ammo effects a wider range of targets, only really mitigated by kinetic barriers.

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