This handy little piece of Syreen technology functions as an unlimited ranged weapon. It fires a directional burst of hypnotizing Syreen song which entrances it's victim for two turns. During this time, the Syreen player may move the enemy player. After two turns, the target reverts back to it's normal self. The device can be used once on any enemy, and enemies cannot defend. it can be used only once, as it's battery and circuitry are burned out on use to prevent others from accessing this technology.
You’re a hairy furball of destruction. You’re not bad with guns, but melee is where you excel. You just love getting up close and personal with the enemy. You move as lightning, but your small size means you can't use bigger weapons.
Weapon: Grenade « Reply #17 on: January 05, 2009, 10:49:56 am »
Grenade
Area affected: 3 square radius
A regular grenade does automatically does two damage at its centre, and one damage in very square around it. You can throw a grenade 1.5* your strength, rounded down.
« Last Edit: February 08, 2010, 08:12:16 pm by Lukipela »
Weapon: Rifle « Reply #19 on: January 05, 2009, 10:53:46 am »
Automatic Rifle
Range: Unlimited STR: 4 Strikes: 3 Ammo Rifle Clip, 30 shots/clip Ammo consumption: One bullet per strike dice. Melee modifier: If the enemy is within melee distance, the weapon suffers -2 attacks but still consumes the same amount of ammo.
This is the standard Alliance combat rifle. It is a bit too big and heavy for some races, and isn't much good in close combat. but it packs a mighty fine punch
« Last Edit: January 07, 2009, 05:17:45 pm by Lukipela »
Item: Rifle Clip « Reply #21 on: January 05, 2009, 10:57:12 am »
Rifle Clip
Rifle bullets work by the same principle that they have for ages. This clip is standardized within the Alliance for ease of use. The clip can be used in the standard Alliance Automatic Rifle.
The Rifle Clip holds 30 bullets.
« Last Edit: January 05, 2009, 10:58:49 am by Lukipela »
The Ilwrath apprentices are pretty daft. They’re big nasty armed spiders with a penchant for melee though, so you should take them out as soon as you can. They carry a ranged weapon, which needs to be picked up and examined to be comprehended, and in close combat they favour their mandibles. Watch out for their quick movements, they might surprise you.
« Last Edit: January 07, 2009, 05:18:32 pm by Lukipela »
Range: Unlimited STR: 2 Strikes: 2 Ammo: Spike Ammo consumption: One spike per attack
This is a Ilwrath weapon, designed to inflict pain as much as damage. It's light and durable, with no kickback. It is theorized that this is because Ilwrath bodies are light despite their size. It's a one-shot with a cumbersome reload, reloading during combat consumes one AP, unless they have the dexterity of an Ilwrath of course.
This weapon is allowed two strike dice per attack, even though an attack consumes only one spike. This is because a spike can do a larger amount of damage than a bullet if it hits it's target properly, but even a bad hit can cause some damage.
« Last Edit: January 08, 2009, 08:03:45 am by Lukipela »
Item: Spike « Reply #24 on: January 07, 2009, 08:26:01 pm »
Spike
The Spike is loaded into a Ilwrath Paingiver through a complex mechanism and propelled forward at the enemy. A good hit can do a solid -2HP damage, but even a partial hit will still shred you up bad.
« Last Edit: January 09, 2009, 04:36:52 pm by Lukipela »
An omnidirectional blast that will wound even the strongest of foes. Anyone in a adjacent square takes a automatic 3 HP hit. Beware of injuring allies!
Who are you? Where are you? Who am I? What's this all about, really? Your opponent can’t think or act, all he can see is you. Stuns an enemy for a turn. Requires line of sight.
Is everyone else suddenly moving very slowly? Or are you suddenly amazingly quick? Who knows, but you’ve got +3 MOV for the next three turns including the casting turn.
« Last Edit: January 09, 2009, 06:05:39 pm by Lukipela »
Power: Blurry « Reply #28 on: January 09, 2009, 04:32:01 pm »
Blurry
Are you really there? No one can quite tell. This makes you quite hard to hit, this is reflected by 2 extra parries for 3 turns including the casting turn. Using any other power dispels this trick.
« Last Edit: January 09, 2009, 06:16:04 pm by Lukipela »
The user generates a shell of psionic force around themselves, preventing any physical harm from befalling them. This power only affects the user. For the next 3 turns (including the turn it was used), the user takes no damage nor incurs any other effect from standard physical ranged or melee attacks, or from physical ambient effects such as fire. However, the concentration required to maintain this power means that the user is reduced to 1 AP during this time. In addition, this power has no effect on psychic powers or other psionic effects. The user may opt to end this power's effects early, but doing so simply ends the effects, and will not restore full or partial use of the power during the current mission.
« Last Edit: February 09, 2010, 08:57:11 pm by Lukipela »