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Author Topic: SC:BEL units/items  (Read 64658 times)
Lukipela
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Re: SC:BEL units/items
« Reply #15 on: January 04, 2009, 06:12:10 pm »

Playback

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.
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Lukipela
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Unit: Shofixti Grunt
« Reply #16 on: January 05, 2009, 10:48:46 am »

Shofixti Grunt

HP 7
STR 3
MOV 6

Weapon: Handgun, 2 strikes
Melee: Paws of fury, 4 strikes
Defense: 3 parries

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.

Special abilities: None

Inventory:

Grenade
Spare Clip

« Last Edit: January 09, 2009, 06:02:23 pm by Lukipela » Logged

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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 » Logged

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Unit: Human Trooper
« Reply #18 on: January 05, 2009, 10:52:18 am »

Human Trooper

HP 6
STR 4
MOV 4

Weapon: Automatic Rifle, 3 strikes
Melee: Combat Knife, 2 strikes
Defence: 2 parries

You’re a lean mean fighting machine. Trained by Corridor 9, you’re itching to get out there and kick some alien ass.

Special abilities: None

Inventory:

Grenade
Rifle Clip
« Last Edit: January 09, 2009, 06:02:35 pm by Lukipela » Logged

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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 » Logged

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Weapon: Combat Knife
« Reply #20 on: January 05, 2009, 10:54:35 am »

Combat Knife

STR: 3
Strikes: 2

A normal human knife. It cuts people.
« Last Edit: January 07, 2009, 05:17:58 pm by Lukipela » Logged

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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 » Logged

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Enemy: Ilwrath apprentice
« Reply #22 on: January 06, 2009, 02:38:59 pm »

Ilwrath apprentice

HP 2
STR 2
MOV 6

Weapon: Paingiver, 2 strikes
Melee: Clacking mandibles, 3 strikes
Defense: 2 parries

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 » Logged

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Weapon: Paingiver
« Reply #23 on: January 07, 2009, 08:24:40 pm »

Paingiver

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 » Logged

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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 » Logged

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Power: Psychic Flash
« Reply #25 on: January 09, 2009, 04:30:17 pm »

Psychic flash

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!
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Power: Brainfreeze
« Reply #26 on: January 09, 2009, 04:31:09 pm »

Brainfreeze

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.
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Power: Fleet Feet
« Reply #27 on: January 09, 2009, 04:31:34 pm »

Fleet feet

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 » Logged

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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 » Logged

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Power: Untouchable
« Reply #29 on: January 09, 2009, 04:32:27 pm »

Untouchable

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 » Logged

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