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commando [2021/11/19 22:46]
katie [Rank 1]
commando [2022/02/13 16:11] (current)
katie
Line 3: Line 3:
 Commandos are elite fighters most comfortable on the front line - or pointing something big and powerful at it.  While most have military backgrounds, Commandos are also found as guerilla fighters or natural talent from fighting.  **Enforcers** specialise in brute force and footwork, bringing the fight up close and personal.  **Gunslingers** prefer to keep their distance, some specialising in pistols while others prefer to shroud themselves and snipe from afar.  **Guardians** put consideration into their armour and shields to keep themselves and their allies safe and on their feet. Commandos are elite fighters most comfortable on the front line - or pointing something big and powerful at it.  While most have military backgrounds, Commandos are also found as guerilla fighters or natural talent from fighting.  **Enforcers** specialise in brute force and footwork, bringing the fight up close and personal.  **Gunslingers** prefer to keep their distance, some specialising in pistols while others prefer to shroud themselves and snipe from afar.  **Guardians** put consideration into their armour and shields to keep themselves and their allies safe and on their feet.
  
-===== Class Feature: Tactical Recovery =====+===== Class Features =====
  
-Commandos keep themselves in the fight by maintaining rechargeable energy sources which allow them to unleash powerful abilities, then make a tactical withdrawal to resupply and recover their resources before charging back into the fight.+=== Rank 1: Tactical Recovery ===
  
-  * Commandos have a base 10 hits.+  * Commandos keep themselves in the fight by maintaining rechargeable energy sources which allow them to unleash powerful abilities, then make a tactical withdrawal to resupply and recover their resources before charging back into the fight. 
 +  * Commandos have a base 14 hits.
   * Commandos can spend hits to power their abilities.   * Commandos can spend hits to power their abilities.
   * With 30s of uninterrupted roleplay, Commandos may recover all of their hits.   * With 30s of uninterrupted roleplay, Commandos may recover all of their hits.
  
-=== Determination ===+=== Rank 1: Determination ===
  
   * Twice per Mission, through sheer force of will, a Commando may immediately HEAL FULL themselves.   * Twice per Mission, through sheer force of will, a Commando may immediately HEAL FULL themselves.
   * If they choose, they can do this in response to being reduced to 0 hits.   * If they choose, they can do this in response to being reduced to 0 hits.
 +
 +=== Rank 3: Combat Mastery ===
 +
 +  * At Rank 3, Commandos become even more hardened.
 +  * Commando base hits at Rank 3 are increased by 4.
 +
 +=== Rank 5: Die Hard ===
 +
 +  * At Rank 5, Commandos are capable of pushing their bodies past the breaking point to keep fighting.
 +  * When you are reduced to 0 HP you may continue to fight for 10s, ignoring any damage you take during this time.
 +  * You may choose to take a **Severe Injury** to continue to fight beyond this for up to a minute.
  
 ---- ----
Line 20: Line 32:
 ===== Enforcer ===== ===== Enforcer =====
  
-{{ :technology.jpg?300|}}+{{ :lucas-pandolfelli-robot06-v2.jpg?300|}}
  
 ==== Rank 1 Enforcer Abilities ==== ==== Rank 1 Enforcer Abilities ====
 +
 +
 +=== Ambidextrous ===
 +  * You may wield a full length one-handed melee weapon in either hand.
 +  * You may still only strike once per second (not once per second per weapon).
  
 === Fancy Footwork === === Fancy Footwork ===
  
-  * //Cost: 1 Hit//+  * //Cost: 2 Hits//
   * Call PARRY.   * Call PARRY.
 +
 +=== Melee Weapon Prowess ===
 +
 +  * Select a Weapon Type, you may use its ability for 2 Hits when using that weapon
 +    * **Bladed Weapon** - call PING when you block a strike with an effect call
 +    * **Blunt Weapon** - gain 1 use of STRIKEDOWN by melee
 +    * **Daggers and Claws** - gain 1 use of BREAK by melee
 +    * **Two Handed Weapons** - gain 1 use of PUSH by melee
 +  * You may pick this Ability multiple times for different weapon types.
 +  * Calls gained from using this Ability may not be stacked.
  
 === Mass Driver === === Mass Driver ===
Line 43: Line 70:
 === Sweeping Strike === === Sweeping Strike ===
  
-  * //Cost: 1 Hit// +  * //Cost: 3 Hits// 
-  * Call STRIKEDOWN by melee.+  * Call YOU LOT: STRIKEDOWN with a melee blow.
  
-=== Melee Weapon Prowess ===+==== Rank 2 Enforcer Abilities ====
  
-  * Select a Weapon Type, you may use its ability for 1 Hit + 
-    * **Bladed Weapon** - call PING when you block a strike with an effect call +=== Ambidextrous Finesse === 
-    * **Blunt Weapon** - call STRIKEDOWN by melee + 
-    * **Daggers and Claws** - call BREAK by melee +  * //Requires: Ambidextrous// 
-    * **Two Handed Weapons** - call PUSH by melee+  * When you are dual-wielding, if you fix a weapon that has suffered BREAK you fix both weapons at once. 
 + 
 +=== Combat Roll === 
 + 
 +  * //Cost: 2 Hits// 
 +  * Take a STRIKEDOWN in order to call PING to a single target effect call. 
 +  * You cannot do this if you are already under the effect of STRIKEDOWN. 
 + 
 +=== Hold the Line === 
 + 
 +  * //Cost: 2 Hits// 
 +  * Call PING to PUSH or PULL. 
 + 
 +=== Mass Effect === 
 + 
 +  * //Cost: 2 Hits// 
 +  * //Requires: Mass Driver// 
 +  * Call YOU: PULL before charging as per Mass Driver. 
 + 
 +=== Melee Finesse === 
 + 
 +  * //Requires: Melee Weapon Prowess// 
 +  * Select a Weapon Type, you may use its ability for 2 Hits when using that weapon 
 +    * **Bladed Weapon** - gain 1 use of STRIKEDOWN by melee. 
 +    * **Blunt Weapon** - gain 1 uses of BREAK by melee. 
 +    * **Daggers and Claws** - gain 1 use of SLOW by melee provided you strike the target's legs. 
 +    * **Two Handed Weapons** - gain 1 use of STRIKEDOWN by melee.
   * You may pick this Ability multiple times for different weapon types.   * You may pick this Ability multiple times for different weapon types.
 +  * Calls gained from using this Ability may not be stacked.
 +
 +==== Rank 3 Enforcer Abilities ====
 +
 +=== Combat Tactician ===
 +
 +  * //Requires: Melee Finesse//
 +  * Whenever you are flanking an enemy you gain one free use of an ability call that could granted to you by Melee Weapon Finesse or Melee Weapon Prowess.
 +  * Flanking an enemy means attacking them while they are also engaged with at least one of your allies.
 +  * E.g. If you have Blunt Weapon Prowess and Blunt Weapon Finesse and flank an enemy you gain a free use of STRIKEDOWN or BREAK.
 +
 +=== Iron Will ===
 +
 +  * You may call PING against EFFECT: X calls that would affect your morale.
 +  * For example, EFFECT: FRIGHTENED or EFFECT: WEARY.
 +
 +=== Momentum ===
 +
 +  * //Requires: Mass Driver//
 +  * Whenever you take a PUSH or a PULL you may trigger the effect of Mass Driver for free.
 +
 +=== Strategist ===
 +
 +  * //Utility Ability//
 +  * When you are not in combat, you may apply your combat expertise to strategic problems.
 +  * Talk to the GM about how you would like to apply your skill - perhaps to come up with a solution your character could work out, or perhaps to pull rank on those less experienced.
 +
 +=== Swashbuckler ===
 +
 +  * Every 3 strikes you block with your weapon you gain a free use of PARRY.
 +  * You may only have one PARRY stored using this Ability at a time.
 +
 +==== Rank 4 Enforcer Abilities ====
 +
 +=== Incredibly Hardened ===
 +
 +  * Your base hit points are increased by a further 4.
 +
 +=== Hit and Run ===
 +
 +  * //Requires: Mass Driver//
 +  * When you complete a charge as per Mass Driver you may immediately commence another Charge for free.
 +  * You may only chain one such free Charge using this Ability.
 +
 +=== Signature Move ===
 +
 +  * Pick an Ability Call from the following list.  You may make it for free after you call PARRY.
 +  * Options:
 +    * BURN
 +    * PUSH
 +    * PULL
 +    * SLOW
 +    * STRIKEDOWN
 +    * ZAP
 +    * HEAL
 +
 +=== Teacher ===
 +
 +  * //Cost: 2 Hits//
 +  * //Requires: Melee Weapon Prowess / Finesse or Ranged Weapon Prowess / Finesse//
 +  * Call YOU: GAIN X where X is a call you can make from Melee / Ranged Weapon Prowess or Melee / Ranged Weapon Finesse.
 +
 +==== Rank 5 Enforcer Abilities ====
 +
 +=== Bullet Time ===
 +
 +  * //Cost: 10 Hits//
 +  * Call EVERYONE: SLOW.
 +  * You do not take this effect.
 +
 +=== Melee Weapon Domination ===
 +
 +  * //Requires: Melee Weapon Finesse//
 +  * Select a Weapon Type and gain its Ability when using that weapon:
 +    * **Bladed Weapon** - gain a free use of PARRY when you call PING.
 +    * **Blunt Weapon** - gain a free use of BREAK when a character does not resist a STRIKEDOWN from you.
 +    * **Daggers and Claws** - double the calls you gain from the appropriate Melee Weapon Prowess / Finesse for your loadout.
 +    * **Two Handed Weapons** - all of your PUSH calls become YOU LOT: PUSH.
 +  * You may pick this Ability multiple times for different weapon types.
 +  * Calls gained from using this Ability may not be stacked.
 +
 +=== Outnumbered but Never Outplanned ===
 +
 +  * Gain 1 use of PING anything per opponent. So if facing a total of 7 monsters, gain 7 PING anything. If there are waves of monsters, gain an extra PING each time a new opponent appears.
 +
 +=== Singularity ===
 +
 +  * //Requires: Mass Effect//
 +  * You may call MASS PULL or MASS PUSH at the end of a completed charge as per Mass Driver.
 +  * You may proceed to chain a free charge using Hit & Run if you have that Ability.
  
 ---- ----
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 ===== Gunslinger ===== ===== Gunslinger =====
  
-{{ :basic_rules.jpg?300|}}+{{ :gunslinger.jpg?300|}}
  
 ==== Rank 1 Gunslinger Abilities ==== ==== Rank 1 Gunslinger Abilities ====
 +
 +=== Grenadier ===
 +
 +  * Gain a single [[Combat Rules#Grenades|Grenade]] per encounter.
  
 === Power Shot === === Power Shot ===
  
-  * //Cost: 1 Hit//+  * //Cost: 2 Hits//
   * Call YOU: STRIKEDOWN at range.   * Call YOU: STRIKEDOWN at range.
 +
 +=== Ranged Weapon Prowess ===
 +
 +  * //Cost: 2 Hits// 
 +  * Select a Weapon Type, you may use its ability when using that weapon
 +    * **Single Pistol** - call PING when you block a strike with a melee weapon in your offhand.
 +    * **Dual Pistols** - instantly charge your second pistol if the first is charged.
 +    * **Two Handed** - when you next successfully charge your weapon charge it for 3 shots instead of 1.
 +  * You may pick this Ability multiple times for different weapon types.
  
 === Scatter Shot === === Scatter Shot ===
  
-  * //Cost: 1 Hit//+  * //Cost: 2 Hits//
   * Call YOU LOT: PEW.   * Call YOU LOT: PEW.
  
-=== Grenadier ===+==== Rank 2 Gunslinger Abilities ====
  
-  * Gain a single [[Combat Rules#Grenades|Grenade]] per encounter.+=== Bombardier ===
  
 +  * //Requires: Grenadier//
 +  * Gain 2 more Grenades per Encounter.
  
-=== Ranged Weapon Prowess ===+=== Elemental Ammunition ===
  
-  * Select a Weapon Type, you may use its ability for 1 Hit+  * //Cost: 2 Hits// 
-    * **Single Pistol** - call PARRY with a melee weapon in your offhand. +  * Pick one of the following calls.  You may use this Ability to make that call instead of YOU: PEW with a charged weapon. 
-    * **Dual Pistols** - instantly charge your second pistol if the first is charged+  * Options: 
-    * **Two Handed** - when you next charge your weapon charge it for 3 shots instead of 1.+    * YOU: BURN 
 +    * YOU: SLOW 
 +    * YOU: ZAP 
 +  * You may pick this Ability multiple times to gain access to multiple effect calls you can choose to use. 
 + 
 +=== Iron Sights === 
 + 
 +  * //Cost: 2 Hits// 
 +  * Spend 3s aiming (instead of 1s) to increase your range to the entire Encounter space (provided you have line of sight). 
 + 
 +=== Ranged Weapon Finesse === 
 + 
 +  * //Requires: Ranged Weapon Prowess// 
 +  * //Cost: 2 Hits// 
 +  * Select a Weapon Type, you may use its ability when using that weapon
 +    * **Single Pistol** - gain 1 use of BREAK by melee with a melee weapon in your offhand. 
 +    * **Dual Pistols** - whenever you fix a BREAK on one of your pistols you may also immediately fix the other
 +    * **Two Handed** - gain 1 use of YOU: PUSH against a target within 5m.
   * You may pick this Ability multiple times for different weapon types.   * You may pick this Ability multiple times for different weapon types.
 +
 +==== Rank 3 Gunslinger Abilities ====
 +
 +=== Demolition Expert ===
 +
 +  * //Requires: Bombardier//
 +  * Gain **another** 2 grenades per encounter.
 +  * //Utility Ability//
 +  * Once per mission, when out of combat, you may use your demolition expertise to destroy something you have access to - or otherwise apply your nous.  Discuss what you would like to do with the GM and they will determine the outcome.
 +
 +=== Recon Sniper ===
 +
 +  * //Utility Ability//
 +  * Once per encounter, provided you are not in combat, you may spy on targets that are within your vision.  Ask the GM what they're saying.
 +  * Once per mission you can make use of your position and range in order to fire a devastating sniper shot.  Discuss with the GM what you would like to hit and they will determine the effects.
 +  * E.g. blowing up a fuel canister to injure a bunch of enemies, taking out a commander from a distance.
 +
 +=== Spray and Pray ===
 +
 +  * //Cost: 2 Hits//
 +  * Instantly charge your ranged weapon.
 +  * You must still spend the 1s aiming to fire it.
 +
 +=== Tactical Cover ===
 +
 +  * When you are in cover with an ally within 1m also in cover you may charge your weapon twice as fast.
 +
 +==== Rank 4 Gunslinger Abilities ====
 +
 +=== Death from Afar ===
 +
 +  * You may call YOU: EXECUTE on an unconscious target with a charged weapon.
 +
 +=== Flamethrower Attachment ===
 +
 +  * //Cost: 3 Hits//
 +  * Call YOU LOT: BURN.
 +
 +=== Rocketeer ===
 +
 +  * //Cost: 3 Hits//
 +  * Call YOU: BLAST.
 +
 +=== Tesla Coil ===
 +
 +  * //Cost: 3 Hits//
 +  * Call YOU LOT: ZAP.
 +
 +==== Rank 5 Gunslinger Abilities ====
 +
 +=== Orbital Bombardment ===
 +
 +  * //Cost: 10 Hits//
 +  * Call MONSTERS: STRIKEDOWN, then MONSTERS: BREAK LEG, then MONSTERS: BURN.
 +  * You may only call this once per encounter, or may call it a second time if you take a Severe Injury to do so.
 +
 +=== Ricochet ===
 +
 +  * //Cost: 5 Hits//
 +  * Call YOU: PEW in succession on each visible enemy.
 +
 +=== Rocket Pod ===
 +
 +  * //Cost: 8 hits//
 +  * Call YOU: BLAST 3 times in quick succession.
 +
 +=== Tactical Reload ===
 +
 +  * When you charge a shot, you may charge 2 shots instead of 1. You must still spend 1 second aiming each shot.
  
 ---- ----
 +
  
 ===== Guardian ===== ===== Guardian =====
  
-{{ :medic.jpg?300|}}+{{ :788-large.jpg?300|}}
  
-==== Rank 1 ====+==== Rank 1 Guardian Abilities ====
  
 === Covering Fire === === Covering Fire ===
  
-  * //Cost: 1 Hit//+  * //Cost: 2 Hits//
   * Call YOU: PEW immediately against someone attempting to attack an ally.   * Call YOU: PEW immediately against someone attempting to attack an ally.
  
 === Give Them Some Room === === Give Them Some Room ===
  
-  * //Cost: 1 Hit//+  * //Cost: 2 Hits//
   * Call PUSH reactively against someone who strikes you or your weapon / shield while protecting someone performing medical roleplay.   * Call PUSH reactively against someone who strikes you or your weapon / shield while protecting someone performing medical roleplay.
  
 === Field Medic === === Field Medic ===
  
-  * //Cost: Hits// +  * //Cost: Hits// 
-  * Call HEAL immediately on an unconscious character.+  * Call HEAL immediately on an unconscious character within reach.
  
 === Kinetic Recovery === === Kinetic Recovery ===
  
-  * For every 3 hits you block with your shield or weapon, gain a use of PARRY.+  * For every 3 hits you block with your shield, gain a use of PARRY.
   * You may only store one use of PARRY in this way.   * You may only store one use of PARRY in this way.
 +
 +==== Rank 2 Guardian Abilities ====
 +
 +=== Get Behind Me ===
 +
 +  * //Cost: 2 Hits//
 +  * Call GAIN PING PEW to an ally behind you.
 +
 +=== Portable Cover ===
 +
 +  * //Cost: 2 Hits//
 +  * You gain one use of your shield as portable cover for yourself, provided you are stationary for 3s first.
 +  * Gain 3 uses of MISS before you must move again.
 +
 +=== Triage ===
 +
 +  * //Cost: 2X Hits//
 +  * Call HEAL: X to a target within reach.
 +
 +=== Shield Prowess ===
 +
 +  * You may call PING against effect calls that strike your shield, **except** for BREAK.
 +
 +==== Rank 3 Guardian Abilities ====
 +
 +=== Hazard Suit ===
 +
 +  * You always take BURN, SLOW, and ZAP at a maximum of 5s.
 +
 +=== Shield Spikes ===
 +
 +  * //Cost: 2 Hits//
 +  * When someone strikes your shield, you may make one of the following calls back at them:
 +    * BURN
 +    * SLOW
 +    * STRIKEDOWN
 +    * ZAP
 +
 +=== Shield Finesse ===
 +
 +  * //Requires: Portable Cover//
 +  * You may call PING to PEW provided it originated from the direction you are facing.
 +  * You must stop moving in order to do this.
 +
 +=== Defender ===
 +
 +  * While you are fighting to protect an ally, you gain 3 uses of PING anything.
 +  * //Utility Ability//
 +  * When not in combat, you may apply your knowledge of defensive fighting to a situation.  Discuss with the GM what you wish to accomplish.
 +
 +==== Rank 4 Guardian Abilities ====
 +
 +=== Energy Recovery ===
 +
 +  * //Requires: Hazard Suit//
 +  * When you are subject to BURN, SLOW, or ZAP, you gain a use of that call.
 +  * You may only have one call stored using this Ability at a time.
 +
 +=== Tactical Retreat ===
 +
 +  * //Cost: 3 Hits//
 +  * You may call YOU LOT: PUSH.
 +  * You must then move in the opposite direction for at least 5s.
 +
 +=== Intention Shield ===
 +
 +  * You may take any call as a STRIKEDOWN provided you were facing the direction it came from.
 +
 +=== Tactical Insertion ===
 +
 +  * //Cost: 3 Hits//
 +  * You may call WARP and then move for up to 10s before calling WARP again to interpose yourself between an enemy and an ally.
 +  * You are aware of what happens while you are disappeared.
 +
 +==== Rank 5 Guardian Abilities ====
 +
 +=== Aura of Protection ===
 +
 +  * Your allies have 3 additional maximum hits when they are within 5m of you.
 +  * Explain this to them outside of combat.
 +
 +=== Aura of Regeneration ===
 +
 +  * //Cost: 4 Hits//
 +  * Call MASS HEAL.
 +
 +=== Aura of Resuscitation ===
 +
 +  * You may freely call HEAL on any unconscious character within reach.
 +=== Unstoppable Force ===
 +
 +  * While advancing on your enemies, you gain PING once per 5s (but this does not stack if not used).
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