Martial.
Martial
Using Martial skill drains Fatigue same as tech and biotics
Fatigue FP: 100
FP Regen: 2 per turn
Skills: starts at 15.
Green-Attack
Black-Defense
Pink-Support
Green- Used for Ballistic Blades, Carnage, Flamer, Siege Pulse.
Black- Used for Blade Armor, Fortification, Combat Shield, Shield Pylon.
Pink- Used for Adrenaline Rush, Hasty Repairs, Marksmen, Stimulant Pack.
Actions:
Use Attack
Use Defense
Use Support
Green-Attacks-Cost:5
Attack Effect
Ballistic Blades- Shotgun ranges 5, per 20 rolled, F3 Kinetic damage
Carnage- 5 per 5 rolled Kinetic damage knocks target prone if roll is better by 20
Flamer- Shotgun ranges 5 per 5 rolled Fire damage
Siege Pulse- 5 per 5 rolled Energy damage knocks target prone if roll is better by 20
Black-Defense-Cost:5
Defense Effect
Blade Armor- Increase Resists by 5, and Unarmed or Blades get plus 5 per 20
Fortifications- Increase AP by half max adding current AP. Add K.Resist 5 per 20 rolled lasts 1 turn for every 20 bonus decreases by 5 each turn.
Combat Shield- Grants half cover in direction faced lasts 1 turn per 10 rolled
Shield Pylon- Increases SP of anyone within 2s by 25 as long as they stay within 2s.
Pink-Support-Cost:5
Support Effect
Adrenaline Rush- Double FP recovery for 1 turn per 25 rolled min 2
Hasty Repairs- Recovers AP 5 per 10 rolled
Marksman- Reduces recoil by 1 per 50
Stimulant Pack- Free action use one hypo-injection costs 10
Martial
Using Martial skill drains Fatigue same as tech and biotics
Fatigue FP: 100
FP Regen: 2 per turn
Skills: starts at 15.
Green-Attack
Black-Defense
Pink-Support
Green- Used for Ballistic Blades, Carnage, Flamer, Siege Pulse.
Black- Used for Blade Armor, Fortification, Combat Shield, Shield Pylon.
Pink- Used for Adrenaline Rush, Hasty Repairs, Marksmen, Stimulant Pack.
Actions:
Use Attack
Use Defense
Use Support
Green-Attacks-Cost:5
Attack Effect
Ballistic Blades- Shotgun ranges 5, per 20 rolled, F3 Kinetic damage
Carnage- 5 per 5 rolled Kinetic damage knocks target prone if roll is better by 20
Flamer- Shotgun ranges 5 per 5 rolled Fire damage
Siege Pulse- 5 per 5 rolled Energy damage knocks target prone if roll is better by 20
Black-Defense-Cost:5
Defense Effect
Blade Armor- Increase Resists by 5, and Unarmed or Blades get plus 5 per 20
Fortifications- Increase AP by half max adding current AP. Add K.Resist 5 per 20 rolled lasts 1 turn for every 20 bonus decreases by 5 each turn.
Combat Shield- Grants half cover in direction faced lasts 1 turn per 10 rolled
Shield Pylon- Increases SP of anyone within 2s by 25 as long as they stay within 2s.
Pink-Support-Cost:5
Support Effect
Adrenaline Rush- Double FP recovery for 1 turn per 25 rolled min 2
Hasty Repairs- Recovers AP 5 per 10 rolled
Marksman- Reduces recoil by 1 per 50
Stimulant Pack- Free action use one hypo-injection costs 10