II. Resultados de la evaluación
II.2. Análisis individualizado de las CCLL
Combat Talents increase a character's abilities with different weapons and armors. Combat Talents emphasize flexibility and damage potential, either with rifles, pistols and grenades but also with hand-to-hand combat and melee weapons. Anything that can deal damage is an extension of the Combat Specialist. The other side of the Combat Power set is based on their armor: increasing damage protection, recharging failed kinetic barriers and even limited protection of others.
Combat Talents have a cool-down of 2 rounds unless specifically stated within the power itself.
Combat Talents are dependent on the equipment the power is attached to. Without weapon or armor the power cannot be used. However, any weapon can be used for the power as long as it matches it. Activating a power does not take any time but must be done at the start of your turn within the round; however, a power that can be used as a reaction does not need to be activated and is used as any other reaction skill.
Combat Talents List
Marksman Time Taken: none
Prerequisites: Ranged: Pistols +18 (specialization)
This power allows a character to increase their efficiency with a pistol for one well-placed shot. If the shot is successful it does increased damage. When used, roll damage twice and hit twice for no penalty.
Carnage Time Taken: none
Prerequisites: Ranged: Shotguns +18 (specialization)
Carnage is a devastating Talent that dramatically increases the damage of the character's next successful shotgun attack. This attack also affects an opponent within 5m to the original target left and right. When activated add your skill in Ranged: Shotguns Is added to the next attacks damage, if there is a target within 5m to the left and right he is hit to. Additionally the range of the shotgun is doubled for the purposes of this attack. Roll damage only against successful hits.
Special: Carnage has a cool-down of 3 rounds instead of the usual 2.
Overkill Time Taken: none
Prerequisites: Ranged: Assault Rifles +18 (specialization)
This Talent allows a character to fire an assault rifle far more often in a round than normally able to. When activated for every 9 points in Ranged: Assault Rifles you gain a ―free‖ shot per round without a negative modifier per additional action. This allows a Combat Specialist with enough skill in Ranged: Assault Rifles to fire a remarkable number of times
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Assassination Time Taken: one round
Prerequisites: Ranged: sniper rifles +18 (specialization)
To activate, choose a target within range of your sniper rifle and take aim shoot, the armor is ignored. (not the kinetic barriers). Note: Assassination has a cool-down of 3 rounds.
Charge
Time taken: one round
Prerequisites: Melee or Brawling + 9 (at least 5m)
This Talent allows the character to charge at an enemy or group of enemies disregarding most of the damage. Characters DR is raised by 6 for the duration of this round.
Note: The character has to spend at least one action to move towards the targets. Disarm
Time Taken: action Prerequisites: Melee +9
With this Talent a character can remove weapons from the hands of their opponents. Make a melee attack roll versus the opponents melee parry roll (if disarming a melee weapon). If successful, the target loses their weapon and must pick it up again, which takes an action to do.
Special: If you beat the opponents roll by 30, you remove the hand holding the weapon instead and the target becomes incapacitated.
Precision Time Taken: none
Prerequisites: Grenades +9
This Talent allows to place a thrown grenade more precisely. Grenades thrown by you have additional 1D damage. Combat Armor
Time Taken: None
Prerequisites: Stamina +9/Stamina +12
You ignore all Dexterity and Strength penalties for medium armor and suits. After raising stamina to +12 you ignore all Dexterity and Strength penalties for all armor suits. The tech and biotic penalties stay.
Shield Boost Time Taken: action
Prerequisites: Combat Armor Talent
This Talent allows you to recharge your failed kinetic barriers. To activate, make a moderate (10-15) Stamina check. If successful, recharge your kinetic barriers +3. For every 5 points above the difficulty, recharge another +3.
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ImmunityTime Taken: action
Prerequisites: Shield Boost Talent
Immunity allows you to increase the power of your kinetic barriers for a few moments and allow them to absorb more damage than they normally would. When activated, double Your Kinetic Barriers for the next round. Immunity works for one round.
Fitness Time Taken: none
Prerequisites: Any Strength Skill at +11
Your character ignores the Lightly Wounded negative modifiers after being hit and has only -3 modifier when Wounded. Assault Training
Time Taken: none Prerequisites: Lifting +11
With this ability your character can shrug off and ignore any stun effects also those from other talents. .
Adrenaline Burst Time Taken: action
Prerequisites: Assault Training Talent
Adrenaline Burst allows Talents cool-downs instantly. Make a Stamina roll against difficult (16-20), if successful any talent that is on cool-down, has its cool-down finished and is then immediately ready for use.
Note: Adrenaline Burst has cool-down of 5 rounds instead of the normal 2.
Special: Adrenaline Burst may only be used a number of times per session equal to the number of D before Strength. Concussive Shot
Time Taken: action
Prerequisites: Marksman or Carnage or Overkill or Assassination Talent and Ranged at +9
The character’s weapon fires a single high-powered projectile which stuns the target for one round. Damage increased by +3, Tech Armor doesn’t work against Concussive Shot, also the Krogan are not immune to this talent.
Fortification Time Taken: one round
Prerequisites: Krogan Only and Immunity Talent and Stamina at +12
Fortification reinforces armor with a non-Newtonian fluid that hardens when struck, providing a brief, huge bonus. The character gains a +12 bonus to his DR for the first damage he takes.
Inferno Grenade Time Taken: one round
Prerequisites: Precision and Grenades at +11
It launches a volatile grenade that explodes on impact, sending fragments flying in all directions that cause extra damage. This fire damage is effective against armor, so the armor is being lowered for the purpose of this attack by 6. Also another Positive Wild Die is added.