Mass Effect: Stardust
“Engine of the Elements”
Combat Engineer is a Mass Effect Universe Specialization open to the Operative and Engineer careers. The Combat Engineer specialization introduces “Tech Attacks”, essentially direct attacks using an omni-tool, such a tool’s store of omni-gel, and minor mass effect fields.
Combat Engineers bring incendiary, cryogenic, and electrical attacks, as well as burst-transmission computer virus attacks, to the battlefield without the need for specific weapons or weapon attachments.
- Tech Attacks use the Intellect or Cunning characteristics, and the Ranged (Light) or Computers skills for their dice pool.
- The Combat Engineer MUST have a functional omni-tool to perform any Tech Attack. Damage to the omni-tool imposes Setback dice like using any other piece of damaged equipment.
- Tech Attacks are usable at Medium Range or less.
- Unless otherwise noted, Tech Attacks require 4 Advantage to trigger a Critical Injury.
|Computers, Cool, Mechanics, Ranged (Light)|
* A Talent Box with a “/” allows a choice.
|Gearhead||Passive||Yes||Remove 1 Setback die per rank of Gearhead from all Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50%. This does not increase with multiple ranks of Gearhead.|
|Defense Drone||Active (Action)||No||Using an omni-tool’s computer and your omni-gel supply, you construct a temporary holographic / mass effect field drone which acts as a Minion under your control on your turn. The Defense Drone moves as you direct it using your maneuvers and actions, may add + 1 Defense to one engaged ally as an incidental, or may make melee attacks from its position using your Intellect or Cunning in place of Brawn, or the Overload power if you possess it. The drone has a wound threshold equal to your Intellect + your Cunning. The drone lasts a number of rounds equal to your Intellect + your Cunning.|
|Heavy Shield||Passive||No||With know-how and good tech, the Combat Engineer can enhance their kinetic shields with shield frequency and capacitor reaction programs. Whenever the Combat Engineer is protected by kinetic shields under their control, they gain an extra + 1 to Defense. If the shields are disabled, any enemy the Combat Engineer is engaged with suffers a feedback attack with damage equal to the maximum Defense the Combat Engineer had from kinetic shields + either Intellect or Cunning, whichever is higher.|
|Blast Enhancer||Passive||No||You may grant any Combat Engineer attack talent in trees 2 through 4 the Blast quality at the cost of 1 strain per use. Blast damage is equal to your Intellect + Cunning.|
|Bypass Security||Passive||Yes||Remove Setback dice equal to the character’s ranks in Bypass Security from Skulduggery or Computers skill checks made to disable a security device or open a locked door.|
|Revive Shield||Active (2 Maneuvers)||Yes||For 3 Strain, the Combat Engineer can shift their armor system’s energy reserves to restore kinetic shields that have been dropped by attacks. When Revive Shield is used, the Combat Engineer’s kinetic shields are immediately restored to full Defense value. Each rank reduces the Strain suffered, to a minimum of 1.|
|Persistence||Passive||No||You increase the duration of any Combat Engineer attack talent that specifies a duration in rounds by a number of additional rounds equal to your Intellect or your Cunning.|
|Disruptor Shot||Active (Maneuver)||No||The Combat Engineer uses their omni-tool to enhance their next weapon attack (or that of an engaged ally) to have greater effect against kinetic shields and synthetics. Disruptor Shot does half damage to organic targets. Synthetics suffer + 2 damage and a Setback die on their next action. The attacker may spend 3 Advantage to reduce Defense from kinetic shields by 1.|
|Overload||Active (Action)||No||For 1 strain the Combat Engineer launches a charged projectile directly from their omni-tool at a target. The pellet does no damage on impact, but reduces Defense from kinetic shields by 1 for every 2 Successes or 4 Advantages. If a synthetic is the target, the Overload does damage equal your Intellect + 2 damage per Success left over after removing kinetic shields.|
|System Reboot||Passive||No||If an organic target is affected by Overload, they suffer Strain from electrical shock equal to your Intellect + total Successes, bypassing Soak. If a synthetic is affected by Overload, they are staggered for rounds equal to your Cunning.|
|Synthetic Confusion||Active (Incidental)||No||For 1 strain, the Combat Engineer may include a short-burst wireless viral bomb with their Overload attack. A synthetic which suffers any damage from the Overload suffers a temporary friend-or-foe failure and randomly targets the nearest creature on its next action, closing with Maneuvers if necessary.|
|Combat Drone||Active (Action)||No||As Defense Drone, except may detonate as any known Combat Engineer attack talent against an Engaged enemy. If a Combat Drone is destroyed while Engaged, it detonates as Overload on its attacker, or other Engaged enemy.|
|Incineration Shot||Active (Maneuver)||No||Incineration Shot works in the same basic way as Disruptor Shot, except the projectile is enhanced with a plasma field and does + 2 damage to targets with an Armor-derived bonus to Soak of 0. In addition, the attacker may spend 3 Advantage to grant the attack Burn 1.|
|Incinerate||Active (Action)||No||For 1 strain the Combat Engineer launches a plasma projectile directly from their omni-tool at a target. The pellet does fire damage equal to Intellect + Cunning plus successes, and has the Burn 1 quality. You may spend 3 Advantage to increase the Burn quality by 1.|
|Pyrophobia||Passive||No||Any target affected by your Incinerate must make an Average Difficulty Fear Check each round the Burn quality persists.|
|Incineration Blast||Active (Incidental)||No||For the cost of 1 strain, your Incinerate talent gains the Blast quality. If you apply Blast Enhancer and Incinerate Blast to the same use of the Incinerate, Blast damage gains bonus damage equal to your Intellect or Cunning, whichever is better, and Pyrophobia’s Fear Check Difficulty becomes Hard.|
|Burn Through||Passive||No||When a target is affected by Incinerate, you may spend 4 Advantage or 1 Triumph to reduce the target’s Armor bonus to Soak by 1 for the rest of the encounter.|
|Cryo Shot||Active (Maneuver)||No||Cryo Shot works in the same basic way as Disruptor Shot, except the projectile is enhanced with a field of super-cooled particles which can snap-freeze the area of impact. Unarmored targets suffer a Setback Die to their next action due to the extreme cold, even if damage does not exceed their Soak value. The attacker may spend 4 Advantage to add one Setback die to the target, or immobilize a synthetic target for 1 round.|
|Cryo Slow||Active (Action)||No||For 1 strain the Combat Engineer launches a super-cooled projectile directly from their omni-tool at a target. The pellet does cold damage equal to your Intellect + total successes. The target is also Slowed; they lose their Free Maneuver for a number of rounds equal to your Cunning. You may spend 2 Advantage to increase the duration of the Slow by 1 round.|
|Brittle Armor||Passive||Yes||A target affected by your Cryo talent has its Soak value reduced by 2 for every rank of Brittle Armor for the rest of the encounter.|
|Cryo Lockdown||Active (Action)||No||Cryo Lockdown replaces Cryo Slow, acting as the lesser talent except as noted. An affected target of Cryo Lockdown is immobilized for 1 round, after which they lose their Free Maneuver as per Cryo Slow. You may spend 3 Advantage to increase the Immobilization by 1 round. Targets affected by Cryo Lockdown take + 1 damage from all attacks while immobilized.|
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