Here are a few little pieces of information that might be helpful. All of this info is pretty easy to find but I just put it on in list format and in one place.
For context here is how I have the dice breakdown: d4 (BAS), d6(TECH/TOOL), d8(GUN), d10(LOOT), d12(ULT). Guns still have the Jamming/Reload mechanics to make melee worthwhile.
Specializations
These can be Classes or they can be Milestone Paths - I think either works. I honestly think it’s kind of confusing to have both. I would just keep the term Specializations.
- Survivalist - Crossbow (NEAR) with Explosive Arrows (ULT), BURN, Limited Ammo [Mender Seeker Mine]
- Demolitionist - M32A1 Grenade Launcher (NEAR), D10 Area Effect [ Artillery Turret]
- Sharpshooter - TAC-50 Sniper Rifle (DISTANT), Limited Ammo (ULT) [Tactical Drone]
- Gunner - Minigun (FAR), SUPRESS, 2x GUN effort [Banshee Pulse]
- Technician - P-017 Missile Launcher (FAR)(2xULT), Area Effect, Single Shot [Artificer Hive, EMP Grenade]
- Firewall - K-8 Jetstream Flamethrower (NEAR), BURN [Can be used with Striker Shield]
Gadgets (“Skills” Using the Videogame Terminology)
I have a couple ideas listed for ways to implement the gadgets. I still need to test it out but my current idea is to provide an extra “free action” on a TIMER but only with a successful TECH test first to DEPLOY the gadget. The TIMER is super important for balance.
The videogame limit of two gadgets and only picking one gadget option from the list seems to work well as you would only have to track 2x special gadget skills/abilities at a time.
- Pulse
- Turret
- Seeker Mine
- Ballistic Shield
- Chem Launcher
- Drone
- Firefly
- Hive
Breaking them down further
- Pulse (d4 TIMER)
a. Scanner - cancels Stealth/Cover effects (FAR)
b. Remote - auto-hit next attack (NEAR)
c. Jammer - overload/destroys enemy tech (NEAR)
d. Banshee - STUN, (NEAR) [Gunner]
e. Achilles - next damage max effort
f. Hacker - overrides/controls enemy tech (NEAR)
- Turret (d4 TIMER)
a. Assault - SMG (FAR) d8
b. Incinerator - Flamethrower, BURN (NEAR) d6
c. Sniper - Negates cover, Reload after use (DISTANT) d8
d. Artillery - Always HARD, Suppress, (ULT) (FAR/DISTANT only) d12
- Seeker Mine (d6 TIMER)
a. Explosive - Tracking d8
b. Cluster- Tracking, Area Affect (BAS damage) (NEAR) d6
c. Mender Mine - Tracking self/allies, repairs Armor each turn, d4
d. Lockdown - Tracking, explodes with Riot Foam (IMMOBILIZE 1d4)
- Ballistic Shield (No TIMER)
a. Bulwark - Pistols Only, Ignores damage 4 or less
b. Crusader - Pistols, SMG, Shotgun, AR, Ignores damage 2 or less
c. Deflector - Pistol Only, Retaliate 1d4 damage (NEAR) when attacked by Guns
d. Striker - Flamethrower [Firewall] d6 (NEAR)
- Chem Launcher (d4 TIMER)
a. Reinforcer - Area Effect, Armor Repair d4 (FAR)
b. Firestarter - Area Effect, BURN d4 (FAR)
c. Riot Foam - Area Effect, Immobilize (FAR)
d. Oxidizer - Area Effect, Corrosive (damages Armor) (FAR)
- Drone (d4 TIMER)
a. Striker - Flying, SMG (NEAR) d8
b. Defender - Flying, Tracking, auto-Block ranged damage 1-3
c. Bombardier - Flying, always HARD, d10 (FAR only)
d. Fixer - Flying, Tracking, Armor Repair d4 (FAR)
e. Tactician - Flying, next attack CRIT 15-20 [Sharpshooter]
- Firefly (d4 TIMER)
a. Blinder - STUN d4 (NEAR)
b. Burster - Area Effect, Sticky Grenades d4 TIMER for d8 damage (NEAR)
c. Demolisher - self destruct for d10 (NEAR)
- Hive (d6 TIMER)
a. Restorer - Stationary, Area Effect, Repair d4 Armor
b. Stinger - Stationary, Area Effect, BLEED d4
c. Reviver - Stationary, Area Effect if active and inside when HP drops to 0, auto-revive
d. Booster - Stationary, Area Effect, +4 Damage (MELEE/GUN) Effort
e. Artificer - Stationary, Area Effect, All rolls EASY
I know it needs a lot of work but this is my first draft of it. I’ll likely update this as I mess with it more. I know I need to dress up some of the terms and dice types for consistency. Any feedback would be great. Right now really loving this setting with ICRPG!