Post by Marɨck Løcke on May 19, 2012 20:02:46 GMT -5
• Incinerate – By intermixing chemicals crafted by the user's omni-tool minifacturing fabricator, this launches a high-explosive plasma blast contained within a mass effect field. Capable of being guided with omni-tool targeting VI, the projectile may be arced around cover to hit a target. Igniting upon impact and causing significant damage to anything in it's wake, this ability is particularly effective at rapidly melting through armor. Additionally the heat will cause an overheat of an armor's passive self-healing system as well as the biological healing factor of races such as the krogan or vorcha to prevent health regeneration. It will naturally cause organic enemies without defenses to panic as they try to put the fire out, though this only takes a moment to accomplish. There is a particular brand which has made claims to be more difficult to put out and will continue to burn for a short time. Some systems are capable of creating a more volatile plasma explosion, thus making it capable of hitting a group of targets, but the damage is notably weaker than a focused blast. While many companies use a particular chemical reaction to produce higher temperatures allowing it to maximize armor damage, there is a particular kind used by some combat engineers which drastically increases it's ability burn those hit by cryo blast.
Rank 1: <8 sec recharge / 330pts damage / 75% damage immediately / 25% burn damage over 3 sec / +50% armor damage / -50% shield and barrier damage / -100% health regeneration>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Impact Radius of 2m]
Rank 5: [Burn Damage of 50% over 8 sec] -or- [Recharge reduced by 25%]
Rank 6: [Damage to Frozen/Chilled targets increased by 100%] -or- [Armor Damage increased by 75%]
• Cryo Blast – By intermixing chemicals crafted by the user's omni-tool minifacturing fabricator, this launches a Bose-Einstein condensate mass of super-cooled subatomic particles contained within a mass effect field. Capable of being guided with omni-tool targeting VI, the projectile may be arced around cover to hit a target. Snap-freezing upon impact, the cryo blast causes the area to become near instantly chilled in a sheet of ice. Against those with defenses this makes it more difficult to move and thus reduces their speed. Once defenses are down however it multiplies in effectiveness, practically disallowing any movement for a few moments before the target has warmed enough to become free. During this time the enemy is unable to defend themselves and if hit with high enough impact force it may actually cause the area to shatter. Different manners of forming the super-cooled subatomic particles can result in colder temperatures to increase the time before the target thaws or even turning it into a widespread blast to hit close groups of enemies. Those willing to suffer a much longer omni-tool downtime have found a particular companies product to be very effective at weakening the defenses of areas covered by the frost.
Rank 1: <6 sec recharge / 3 sec freeze duration / -15% movement speed>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 40%
Rank 4: [Duration increased by 60%] -or- [Impact Radius of 2m]
Rank 5: [Damage to Chilled/Frozen targets increased by 10%] -or- [Movement Speed of Chilled Targets reduced by 20%]
Rank 6: [Damage to Chilled/Frozen targets increased by 15% and Weakens Armor by 25%] -or- [Recharge reduced by 50%]
• Snap Freeze – By intermixing chemicals crafted by the user's omni-tool minifacturing fabricator, this sprays a short range concentrated stream of Bose-Einstein condensate mass of super-cooled subatomic particles. This rapidly cools down anything caught within the stream to near instantly flash-freeze unprotected enemies while the sheer depth of the low temperature will still even damage those with defenses among other drawbacks. Not only will it make the joints of the enemy more difficult to move and thus slow them down, it will also weaken an armor's ability to withstand impacts. This will additionally cause the passive regeneration systems within armor, or the natural regeneration of krogan and vorcha, to freeze up rendering them more susceptible to follow up attacks. Those without defenses that are frozen become completely unable to move or defend themselves for a short time and if hit with a high enough impact force, they will shatter.
[This ability may only be taken by those with tech as their primary or sole discipline.]
Rank 1: <8 sec recharge / 250pts damage / 10m range / 6 sec freeze duration / -15% movement speed / -25% armor weaken>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Range increased by 50%]
Rank 5: [Damage to Chilled/Frozen Targets increased by 10%] -or- [Freeze Duration increased by 50% / Movement speed decreased by -20%]
Rank 6: [Damage increased by 40% / Weakens Armor increased by 25%] -or- [Tech Combo Damage increased by 100%]
• Overload – Utilizing the omni-tool to generate a nonvisible laser which ionizes the air, this creates a path for an immense electrical surge that violently jolts it's target. Although this is damaging, less so than other tech capabilities, it's real purpose is as the go to tool for the tech-savvy to shut down an enemy's kinetic shield capacitors or disrupt a biotic's concentration to disturb their barrier and render them vulnerable to attack. Different versions of this program vary widely in function, with some focusing on frying the internal circuits of synthetic enemies or doing devastating damage to shields. Particular programs may even sacrifice it's damage capability to allow the energy to pulse and jump from target to target, thus making it a very efficient tool against groups by not requiring them to be so tightly arranged like other abilities or weapons.
Rank 1: <8 sec recharge / 220pts damage / +300% shield and barrier damage / -50% organic armor damage / -50% organic health damage>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Jumps to 1 more targets in 8m for 60% reduced damage]
Rank 5: [Synthetic Enemy Damage increased by 50%] -or- [Recharge reduced by 25%]
Rank 6: [Shield/Barrier Damage increased by 100%] -or- [Damage increased by 15% and Jumps to 1 more target in 8m for 60% reduced damage]
• Energy Drain – Mastering the operation of not only their own kinetic shield capacitors, but the skill to actively attack those of the enemy, this allows the user to sap the energy of an opponents kinetic shields or biotic barrier and add them to their own reserves. Hijacking another individual shields is done through complex control of the omni-tool directed towards the hostile in a disruptive energy pulse which drains energy, visually layering one's own shields with thousands of ripples as it reinforces them. While this deals no damage to organic health, it is yet still capable of sapping the energy and disrupting synthetic enemies, even those without shields. While this is an powerful ability, it becomes entirely useless when there are no more synthetic enemies or those with shields on the battlefield. Additionally it is not nearly as effective at crowd control or stripping shields as overload. Furthermore while it will briefly stun those you are sapping, it requires a direct line of sight and leaves you exposed to enemy fire while you hack their energy source to drain their systems.
Rank 1: <6 sec recharge / 220pts damage / +300% shield/barrier damage / -50% organic armor damage / -50% organic health damage / 1.5m radius / 50% shields restored>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Impact Radius increased by 100%]
Rank 5: [Shield Restoration increased by 50%] -or- [Recharge reduced by 25%]
Rank 6: [Damage increased by 40%] -or- [Armor Boost Damage Reduction 40% for 10 sec]
• Electric Slash – A relatively new technique which came to fruition with the invention of monomolecular blades used by special operations military divisions for urban combat situations. The process begins though initially precise charging of unstable electrical energy into the sword. The blade is then swung with a sufficient amount of momentum, usually accomplished with acrobatics, to fling the energy forward a wave of crackling discharge which causes significant damage to those within it's path. While the technique is very similar in function to it's sister technique biotic slash, the electrical discharge is far more efficient at cutting through shields and shocks all but the most resilient of foes. Though it lacks the sheer power and combo potential of it's biotic counterpart, it remains as a efficient tool for a different sort of situation. It is critical to note that there is risk that comes with using this technique as the amount of momentum required to swing the energy from the blade demands time to set up and leaves it's user dangerously open to enemy fire.
[This ability may only be taken by those with tech as their primary discipline and combat as their secondary or combat as their primary and tech as their secondary.]
Rank 1: <5 sec recharge / 550pts damage / +50% shield and barrier damage / 20m range / 2m radius>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Impact Radius increased by 30%]
Rank 5: [Recharge reduced by 40%] -or- [Damage/Force of combo detonations increased by 100%]
Rank 6: [Damage increased by 50%] -or- [Range increased by 50%]
• Neural Shock – A feature of medical omni-tools only typically found in use by battlefield paramedics due to a certain knowledge of anatomy required to calibrate the charge to different physiologies, utilizing the minifacturing fabricator this lets the user to generate an electrochemical discharge which is specifically attuned to the target's nervous system. Seen as a red electrical discharge of sharp protrusions, this ability attacks the neural pathways in order to induce paralysis on organic enemies and renders them unable to control their own body for a period of time due to electrical signals being blocked. While kinetic shields and barriers will prevent the target from being incapacitated, it will still cause them significant momentary discomfort. Even after the target has reestablished control they will find their responses sluggish making it difficult for them to utilize an omni-tool or biotic amp, particularly the more involved the process, for a short time. Kinetic shields and barriers in particular are efficient at blocking the majority of the discharge, but it will still render their reaction time and ability to utilize devices slowed.
[This ability may only be taken by those with tech as their sole discipline.]
Rank 1: <10 sec recharge / 2 sec incapacitate duration / 6 sec duration / -10% movement speed / +50% power recharge / causes power cooldown>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 25%
Rank 4: [Recharge reduced by 30%] -or- [Jumps to 1 more targets in 8m]
Rank 5: [Duration increased by 10% and Movement Speed of Shocked Targets reduced by 10%] -or- [Jumps to 1 more targets in 8m]
Rank 6: [Power Recharge of Shocked Targets increased by 50%] -or- [Incapacitate duration increased by 100%]
• Submission Net – A equally popular application among both slavers and law enforcement, this program allows the minifacturing fabricator to generate a electrified net and a launcher on the top of an omni-tool in which to forcefully propel it at a target. Capable of being guided with sophisticated targeting VI, the projectile may even be arced around cover to hit a target. The net itself is created through a chemical reaction which produces incredibly strong fibers capable of channeling a debilitating electrical shock leaving those entangled unable to move. However these chemicals are imperfect and once exposed to air they can only remain bonded for a short period of time before harmlessly dissolving. Irregardless even after they are free it's victims can still not yet move for a while longer due to the taser-like effect of the electricity on nerves. Those with advanced armor are capable of stopping from being entangled by the device, but the shock will still cause more significant sustaining damage to wear the defense away. Kinetic shields and barriers cannot prevent the target from becoming entangled and some versions enhance it's ability to sap them away. The models of the device utilized by organizations like C-Sec generally leave the subject incapacitated for a longer period of time so that the officer has time of handcuff the target, but those utilized by slavers are far more sinister, instead generating more painful shocks to cause damage.
Rank 1: <8 sec recharge / 320pts damage / 6 sec grapple duration / 4 sec incapacitate duration>
Rank 2: Recharge reduced by 25%
Rank 3: Damage/Duration increased by 20%
Rank 4: [Damage increased by 30%] -or- [Incapacitate duration increased by 100%]
Rank 5: [Damage increased by 30% and Slow armored targets by 30% for 10 secs] -or- [Recharge reduced by 35%]
Rank 6: [Shield/Barrier Damage increased by 50%] -or- [Electric Field 100pts damage across 6m every 1.5 sec]
• Proximity Mine – This package contains dozens of unique parts kept in a semi-molten state alongside an optical storage disk which holds it's simple programed combat subroutines. Utilizing the minifacturing fabricator of the user's omni-tool, this allows the user to assemble a simplistic sticky mine with proximity sensor to detonate itself when hostiles approach. Allowing itself to adhere to nearly any surface this is an excellent tool to fire into traffic on the offense, defensively place behind you to cover a flank, or even get more clever and use it as a trap where enemy forces are known to pass. An essential tool in both a demolition expert combat engineer and infiltrator's arsenal, this deceptively simple device can end fights before they even begin. Advanced programs allow for more complex creations that include additional payloads alongside it's standard explosion such as defense weakening shrapnel or glue-like adhesive to slow enemies down.
Rank 1: <10 sec recharge / 400pts damage / 3m impact radius>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Impact Radius increased by 50%]
Rank 5: [Targets take 20% more damage for 8 secs] -or- [Targets slowed by 30% for 8 secs]
Rank 6: [Damage increased by 50%] -or- [Recharge reduced by 40%]
• Sabotage – Armed with intimate knowledge of weapon systems, tech-savvy users can utilize nonvisible laser to optically link themselves into an enemies firearm. Bypassing it's security cooling protocols and directing a barrage of energy with their omni-tool, this software causes a drastic overheat of a thermal clip resulting in a backfire. This detonation releases a damaging wave of heat in addition to the weapon being rendered unusable for a short time before it can properly cool down and allow insertion of another thermal clip. This allows the software to be used offensively to damage a hostile or defensively by disabling the enemies weaponry. While this software does not excel at any particular task, strategic minds will find value in it's ability to adapt the skill to the needs of the situation. Certain brands of software boast drastically increased offensive capabilities such as causing the weapon's holder to be set aflame or even cause a much wider explosion to hit close knit groups of enemies, but this comes at the sacrifice of more efficient programming.
Rank 1: <10 sec recharge / 4 sec duration / 150pts damage / +50% shield damage>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 20%
Rank 4: [Recharge reduced by 25%] -or- [Damage increased by 40%]
Rank 5: [Duration increased by 30%] -or- [Burn Damage of 50% over 4 secs]
Rank 6: [Duration increased by 30% and Recharge reduced by 25%] -or- [Explosion Impact Radius of 3m and Damage increased by 60%]
• Hijack – While this ability is simple in it's function, it is absolutely no easy task to pull off and requires the user's full attention to control meaning they are rendered unable to defend themselves. This requires not only a person with an amazing talent with computer systems, but the ability to aggressively attack their firewall security in the heat of combat. Creating a wireless uplink to their central processing unit with the assistance of synthetic hacking programs, a savvy tech user can rewrite their IFF (Identify Friend or Foe) targeting software programming in order to see their own allies as hostile. While it may see like this only works for a brief amount of time, it is more than enough to cause havoc within the enemy lines as the target will quickly cause panic and draw a great deal of fire. Used properly this can provide the critical distraction required to overwhelm a hostile force by mowing the enemy down from behind with their own turret or have a YMIR mech leading a spearhead turn to smash it's allies. With increased use of mechs by security companies and geth hostilities coming to a peak, the field of hacking software has become extremely competitive. Some brands boast a much higher wireless signal strength, allowing for multiple synthetics to be controlled simultaneously. This however comes at the cost of counterattack efficiency against the system taking control back and thus shortens the duration. A popular software choice allows it to fry internal systems as the user is kicked out, transforming the target itself into an improvised explosive when it takes critical damage.
[This ability may only be taken by those with tech as their sole discipline.]
Rank 1: <16 sec recharge / 10 sec hack duration>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 25%
Rank 4: [Duration increased by 55%] -or- [Impact Radius of 3.5m]
Rank 5: [Synthetics explode when destroyed for 350pts damage in 4m radius] -or- [Recharge reduced by 35%]
Rank 6: [Hacked Synthetics Damage increased by 50%] -or- [Hacked Synthetics gain damage reduction of 25% and move faster]
• Combat Drone – Created by some of the finest engineers in the field, this top of the line package contains dozens of unique parts kept in a semi-molten state alongside an optical storage disk which holds it's simple programed combat subroutines. Utilizing the minifacturing fabricator of the user's omni-tool this allows the user to assemble a drone suspended in a mass effect field with a bright haptic-style light effect layered over the top. Found only in the skilled hands of experienced engineers, it takes a complex process in order to assemble and maintain the drone in the heat of battle. Not only is this device provide an excellent distraction, but thanks to it's mobility it can be extremely effective at reaching dug in enemies without exposing oneself. While most drones come standard with an electric pulse weapon to force enemies out of cover, advanced models exist which either upgrade it's shock for more lethal crowd control or include a miniature rocket launcher for a longer range and more damaging attack. Those who value it's ability for distraction above all else tend to select the brands with improved kinetic shield capacitors. Some even equip themselves with a pulse explosive to trigger upon their death.
[This ability may only be taken by those with tech as their sole discipline.]
Rank 1: <10 sec recharge / 40pts damage / 175 newton force / 3 sec attack cooldown / 500pts shields>
Rank 2: Recharge reduced by 25%
Rank 3: Damage/Shields increased by 30%
Rank 4: [Damage/Shields increased by 40%] -or- [Explodes on death for 400pts damage and 800 newton force in 5m radius]
Rank 5: [Damage/Shields increased by 50%] -or- [Brief Stun Attack with 1.9m attack range for 130pts damage and 1000 newton force, able to hit an additional target within 5m radius, 3 sec cooldown]
Rank 6: [Rockets long range for 300 damage and 300 newton force in 2.5m radius with 3 sec cooldown] -or- [Shock Attack jumps to 3 more targets within 10m]
• Defense Drone – This package contains dozens of unique parts kept in a semi-molten state alongside an optical storage disk which holds it's simple programed combat subroutines. Utilizing the minifacturing fabricator of the user's omni-tool this allows the user to assemble a drone suspended in a mass effect field with a bright haptic-style light effect layered over the top. Smaller and less sophisticated in manner than a standard combat drone, this type instead utilities simplistic programming to follow it's owner and defend them from attack with it's electroshock weapon. Unfortunately unlike it's more complex counterpart it can only remain powered for a short time before it falls apart, though another can simply be created due to the simple materials required for it's construction. With a variety of brands utilized by security and law enforcement, there will always be disagreements on which is most efficient at it's task. Some argue those with larger power cells are invaluable so you are not continually distracted by creating new drones, while others stress the importance of increasing its effective attack range so you are not fired upon at an unseen angle. It's weapon can be upgraded in a similar manner to a combat drone to electrically incapacitate hostiles or alternatively to chain shock groups, but it cannot handle both in a single package.
Rank 1: <5 sec recharge / 30pts damage / 5m radius attack range / 45 sec duration>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 30%
Rank 4: [Duration increased by 100%] -or- [Attack Range increased by 40%]
Rank 5: [Drone Attack Rate increased by 50%] -or- [Damage increased by 100% and Attack Range increased by 60%]
Rank 6: [Incapacitate Chance of 30%] -or- [Attack chains to hit 2 additional targets]
• Sentry Turret – This package contains dozens of unique parts kept in a semi-molten state alongside an optical storage disk which holds it's simple programed combat subroutines. Utilizing the minifacturing fabricator of the user's omni-tool, this allows the user to assemble a compact grenade-like package which can be thrown to unfold where it is thrown to become a stationary floating machine gun. Housed within a mass effect field, this allows it to hover at chest level and remain stable by channeling the kickback of the weapon. It's package offers an advantage over traditional turrets in that it's user can toss them behind enemy lines to hold a position and can always make another if it is destroyed due to the simple materials required for construction. While it does require a tech-savvy engineer for it's creation and micromanagement via omni-tool, a rudimentary targeting VI and automatic reloader allows it to operate largely independent of it's user. In comparison to a combat drone it's sacrifice of maneuverability seems like a significant drawback, but the sentry turret's weapons more than makes up for it in firepower. It's even possible for advanced programs to apply ammo modifications as well as secondary weaponry to enhance it's short or long range versatility.
[This ability may only be taken by those with tech as their primary or sole discipline.]
Rank 1: <10 sec recharge / 75pts damage in 3 round burst / 1000pts shields>
Rank 2: Recharge reduced by 25%
Rank 3: Damage/Shields increased by 30%
Rank 4: [Damage/Shields increased by 40%] -or- [Short Range Shock added that stuns enemies briefly in 5m radius with 1000 newton force and 2 sec cooldown]
Rank 5: [Turret Cryo Ammo with chance to freeze for 3 sec] -or- [Turret Armor-Piercing Ammo with armor damage increased by 100%]
Rank 6: [Turret Rocket long range for 300pts damage in 2.5m radius with 3 sec cooldown] -or- [Turret Flamethrower short range 65pts damage per sec]
• Supply Pylon – Utilizing a complex series of fabricated materials created on the spot in combination with some parts that must be carried separately, a talented engineer is capable of creating an immobile supply pylon which reinforces their team with a variety of functions. Foremost the simplistic minifacturing fabricator within it is capable of periodically generating thermal clips and grenade housing so that even when a team is hunkered down in a bad situation, they will not be without firepower. Additionally the powerful generator it houses is capable of overhauling those within allies armor to increase their maximum shield storage so long as they remain within a close capacity. Several varieties of the device exist depending of the needs of the mission and preferences of the engineer. Some focus on improving the fabricator so that it can more rapidly produce supplies, while others instead find more advantage from a greater shield generator. Not only suited passive support, two variations allow for the pylon to improve either weapons or omni-tools and biotic-amps as to increase the offensive potential of their squad. While the device is an extremely powerful tool, it requires critical time to set up and teams that find themselves continually on the move will receive little benefit.
[This ability may only be taken by those with tech as their sole discipline.]
Rank 1: <30 sec recharge / 4m radius / 15 sec ammo drop / 20 sec grenade drop / 25% max shields increase>
Rank 2: Recharge reduced by 25%
Rank 3: Ammo/Grenade drop increased by 15%
Rank 4: [Ammo/Grenade drop increased by 25%] -or- [Radius increased by 40%]
Rank 5: [Allied Weapon Damage increased by 15%] -or- [Allied Power Damage increased by 15%]
Rank 6: [Grenade Generation increased by 1] -or- [Max Shields increased by 25%]
• Decoy – Utilizing the minifacturing fabricator of an omni-tool, this software allows the user to construct a simplistic holographic imaging device. Launched up to five meters away as a sphere suspended in a mass effect field with cloaking technology covering it so that enemies remain unaware of it's true presence, it will then project a stationary prerecorded image surrounding it in order to fool hostiles and attract enemy fire. Armed with kinetic shield capacitors to prevent it from being destroyed, with a convincing recording it can be incredibly effective and indistinguishable from the real thing in the heat of combat. Unfortunately, the rudimentary nature of the construction means it will not hold up to close scrutiny and it can only remain active for a short period of time. Several models of the device exist which can vastly increase it's battery life and kinetic shield capacitors, or even include electroshock weaponry and explosives.
Rank 1: <8 sec recharge / 15 sec duration / 1000pts shields>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 25%
Rank 4: [Duration increased by 40%] -or- [Decoy Shields increased by 40%]
Rank 5: [Recharge reduced by 35%] -or- [Shocks for 100pts in 2.5m radius]
Rank 6: [Duration/Shields increased by 50%] -or- [Explodes when destroyed for 300pts damage in 4m radius]
• Tactical Scan – This advanced application utilizes a magnetic resonance imaging upgrade to the omni-tool's sensor analysis pack to detect cataloged metallic objects in a targeted area, with it's sophisticated computer filling in the blanks to create a real time rendered visual image of the hostile projected onto the user's and any linked allies head-up-display. This program will also display a small holographic render of the individual and their distance in meters above the user's omni-tool should they lose visual contact. This application permits the operator track the enemies every movement through walls and even through the most sophisticated cloaking technology provided the target is in full view while the system performs the scan. More than just a took for tracking or recon, this also generates a tactical readout given to the squad using medical technology to monitor their physical condition as well as an analysis of weaknesses in their defense to provide targeting solutions that exploit where they are most vulnerable. Also of note is that an unintended benefit to the magnetic field created around the individual to scan them is tension created with metallic objects causing their movement to slow. While the technology is currently limited to scanning a single individual, some models of this application discharge a pulse from the magnetic field to momentarily reveal hostiles within twenty meters. Meanwhile those made by other manufacturers forgo this addition to instead improve upon it's defense analysis to take down designated targets far more rapidly.
[This ability may only be taken by those with tech as their primary or sole discipline.]
Rank 1: <4 sec recharge / 20 sec duration / +15% damage taken / -15% movement speed>
Rank 2: Recharge reduced by 50%
Rank 3: Duration increased by 30%
Rank 4: [Weapon Damage to scanned target increased by 7.5%] -or- [Power Damage to scanned target increased by 7.5%]
Rank 5: [Headshot Damage to scanned target increased by 25%] -or- [Movement Speed of scanned target reduced by 15%]
Rank 6: [Damage to scanned target increased by 10%] -or- [Duration increased by 100% / Momentarily reveal enemies within 20 meters of scanned target]
• Tactical Cloak – By installing a complex series of special capacitors into one's armor, the user can effectively become nearly invisible through the utilization of light-refracting mass effect fields that renders the user hidden from most visual and technological detection methods. This provides a clear advantage for infiltration and wetwork making this technology not only highly respected, but restricted as well. Thanks to the tactical cloak's advanced stealth capabilities it allows for freedom of movement that can be used to hide from a dangerous situation or catch the enemy from a completely unaware position and provide a devastatingly damaging attack. With training those who specialize in melee can strike an enemy from behind and undefended, or set up that perfect shot with a sniper rifle. This cutting edge technology is however not without flaws. This invisibility does have clear imperfections while the user is in movement, revealing a slight blur and outline of the individual that will betray them if an enemy has an acute eye or is actively watching for disturbances. Additionally these special kinds of capacitors do require a constant current to remain active and must continually cooldown after a short duration granting only a brief time period of invisibility before they must recharge. Perhaps most importantly the energy from firing a weapon, utilizing a omni-tool, or activating a biotic-amp will also disrupt the current and reveal the user. However there are rumors of a type of capacitor made by an up and coming company which claims that it can handle remaining cloaked through a single use of a device giving the user a distinct tactical advantage.
[This ability may only be taken by those with tech as their primary discipline and combat as their minor. It may also not be taken if the user has any armor abilities.]
Rank 1: <10 sec recharge / 4 sec duration / 40% damage bonus for 2.5 sec after first action causing decloak>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 30%
Rank 4: [Damage increased by 40%] -or- [Duration increased by 150%]
Rank 5: [Melee Damage increased by 50%] -or- [Recharge reduced by 30%]
Rank 6: [Sniper Rifle Damage increased by 25%] -or- [Fire One Power while cloaked and remain hidden]
• Tech Armor – A cutting edge protective technology based up installing a complex series of field generators into armor to produce a stationary warp effect trapped between two low-yield kinetic barriers to protect the user from the field itself. This allows bullets that would normally shatter on impact to instead break apart leaving the field to bleed away the shrapnel's kinetic energy. Inventive tech-users have discovered that by causing the outer shield to fail while the warp field is still in effect will cause it to discharge in a forceful shockwave. As such is has become a standard feature to include a manual detonation function for emergency situations. It is important for it's users to note that the warp field is dangerous for others to touch, but this is somewhat solved by a bright haptic-style light effect layered over the user's armor as a warning system for safety, though it may be disabled for stealth missions. Despite the advantages of tech armor there are however yet flaws within the technology of the field generators which has prevented tech armor from widespread distribution. With near constant management of it's systems required between engagements and at times being a distraction during battle, this has left it's use relegated to tech savvy users. There are a variety of tech armor made by different security companies, some of which push the limits of the warp field to improve it's defense capabilities while others focus upon removing some of the multitasking required to keep it active. It has become a popular trend for some to even utilize excess power from the field generators to enhance the functionality of the user's omni-tool and biotic amp.
[This ability may only be taken by those with tech as their primary or sole discipline.]
Rank 1: <6 sec recharge / 35% damage reduction / 400pts explosion damage / +50% shield damage / 1000 newton explosion force / 3m explosion radius / 50% power recharge penalty>
Rank 2: Recharge after armor detonation reduced by 25%
Rank 3: Detonation Damage/Radius increased by 20%
Rank 4: [Damage Reduction increased by 5%] -or- [Detonation Damage/Radius increased by 30%]
Rank 5: [Power Damage/Force increased by 30%] -or- [Melee Damage increased by 40%]
Rank 6: [Damage Reduction increased by 10%] -or- [Power Recharge Penalty reduced by 30%]
• Defense Matrix – A type of advanced protection technology which involves installing high-energy batteries and superconductive devices into one's armor in order to create a Foucault-current effect. Capable of stopping metals, even nonferrous ones, this essentially acts as a magnetic field powerful enough to protect against most modern weapons. It however causes metallic objects to hold their position relative to one another, in particular the users armor. While the field is only active for split second when under fire thanks to using sensors similar to those in a kinetic barrier, it creates resistance that can slow or fatigue the wearer. Without specialized training this can cause the user to quickly become exhausted or stumble at a critically wrong time which has precluded this technology from widespread implementation among armies. Even with training this current still causes a slight disruption of omni-tool, biotic-amps, and weapon systems to slow down how quickly their abilities can be utilized. Tech-savvy users have found that through a complex process, they can purge the currents and reroute this discharge to their kinetic capacitors to restore shields. This however takes time to accomplish and overloads the high-energy batteries for a short period of time, leaving the user without advanced protection. Advanced models made by different companies come with various advantages such as utilizing the extra batteries to provide extra energy to shield capacitors in order to improve recharge rate or linking the system to one's omni-tool for increased performance.
[This ability may only be taken by those with tech as their sole discipline.]
Rank 1: <10 sec recharge / 15% damage reduction / 50% shields restored on detonation / 60% power recharge penalty>
Rank 2: Recharge after armor detonation reduced by 25%
Rank 3: Detonation Shield Restoration increased by 20%
Rank 4: [Damage Reduction increased by 5%] -or- [Detonation Shield Restoration increased by 30%]
Rank 5: [Shield Recharge Delay decreased by 15%] -or- [Tech Power Damage increased by 25%]
Rank 6: [Damage Reduction increased by 10%] -or- [Power Recharge Penalty reduced by 30%]
• Flashbang Grenade – Housed within a humble canister that may be lobbed or ricocheted off walls so that an experienced user may accurately place it, this intermixes a combination of chemicals to release a debilitating flash of light and sound. However with modern technology providing defense against traditional models, a low yield electro-magnetic pulse also accompanies the explosion which causes a disruption of synthetic, weapon, biotic-amp, and omni-tool VI targeting systems to prevent accurate firing even whitest blind. This makes it a potent weapon even against those with automatically polarizing visor countermeasures provided they are unprepared and have not activated it early. Disorienting anyone who is unfortunate enough to be looking in it's direction, they are incapacitated for a brief moment and unable to properly defend themselves against attack. Furthermore, even after they have recovered, it still takes a longer period of time for their eyes and delicate electronic targeting systems to adjust, thereby causing their accuracy to greatly suffer. While the canister's explosion does to a small amount of damage, it is largely negligible as it is primarily used by law enforcement as a less-than-lethal tool to disable hostiles without killing them. Unfortunately the temperamental design of this grenade requires continual adjustment with a process that is rather complex for those not experienced with technical equipment and has largely prevented it's widespread use among soldiers with combat engineers being the exception.
Rank 1: <100 damage / 5m radius / 2 sec incapacitate duration / -25% accuracy / -10% movement speed / +10% damage taken / 4 sec duration>
Rank 2: Grenade Capacity increased by 1
Rank 3: Radius increased by 40%
Rank 4: [Duration increased by 50%] -or- [Movement Speed decreased by 10%]
Rank 5: [Radius increased by 40%] -or- [Grenade Capacity increased by 2]
Rank 6: [Damage Taken increased by 15%] -or- [Accuracy decreased by -50%]
• Homing Grenade – Using the standardized grenade template, this humble packaging belies a sophisticated explosive which is launched from the user's omni-tool and sails somewhat sluggishly towards it's target using miniature mass effect field generator to stay afloat. At first glance it seems incredibly slow in flight, but this in reality allows for it's simple computer to actively map the best course in order to reach it's target without being fooled into crashing against a wall. While the rudimentary targeting VI is incapable of actively selecting a target, once locked by it's operator, there is nearly nothing the target can do to avoid their inevitable fate. With the explosion itself being rather modest in it's spread, but devastating in damage, this makes the homing grenade ideal at taking down a single target from a distance. With the tech savvy never content to leave a product unmodified , some have found ways to add incendiary chemicals for an extra punch. Meanwhile those who are already satisfied with their shield defeating options focus upon the explosions capability to burn through armor and reduce it's integrity when under weapon fire. Others who intended to face groups of enemies instead use a variant which slightly weakens the grenade to have half of it split off and effectively become another self guiding payload which homes in on the target nearest to it's primary objective.
Rank 1: <800pts damage / 2m radius>
Rank 2: Grenade Capacity increased by 1
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Impact Radius increased by 50%]
Rank 5: [Grenade Capacity increased by 1] -or- [Fire Damage 50% over 6 sec]
Rank 6: [Armor Damage increased by 60% / Weapon Damage Mitigation of armored targets reduced by 50% for 8 sec] -or- [Split Grenade seek two targets at 60% damage each]
• Arc Grenade – A hand-held device which may be lobbed at groups of enemies, this shell detonates to release a pulsed electro-magnetic surge that violently jolts anyone within it's impressive range. While in this day and age electronics are magshielded against it's effects to prevent this blast from disrupting their systems, it's electrocution still allows it to cause a very brief debilitating shock to organic or synthetic muscles. The real utility of this grenade however lies in it's ability to deliver exceedingly large damage to kinetic capacitors or a biotics concentration in order to render kinetic shields and barriers violently disbursed. While it's ability to strip these particular defenses is unparalleled, it is also a very temperamental device which prevents it from being lobbed off walls and also requires continual adjustment from a tech-savvy individual. This factor has been difficult for manufacturers to overcome and has restricted it's widespread use except in the hands of battlefield engineers.
Rank 1: <400pts damage / 8m radius / +100% shield and barrier damage>
Rank 2: Grenade Capacity increased by 1
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Radius increased by 30%]
Rank 5: [Electrical Damage for 40% over 10 sec] -or- [Grenade Capacity increased by 1]
Rank 6: [Shield/Barrier Damage increased by 75%] -or- [Armor Damage increased by 75%]
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