Invasion and Team Support (Mass Effect Andromeda)

Information about Tech powers and their specializations can be found here

Invasion and Team Support (Mass Effect Andromeda)

Isair
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Isair
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Joined: December 26th, 2011, 3:56 am

May 14th, 2017, 7:04 am #1

Invasion
Infects opponents with an invasive VI controlled machine swarm that weakens defenses.
Prerequisite: Damping 5 ranks, Decryption 5 ranks, Hacking 5 ranks
Activation: 1 action
Effect: This infects the armor and weapons of creatures in the area. The virus affects disrupts weapon’s targeting systems and counteracts the armor’s shield generators.
When ranks 4, 5 and 6 are attained, the character must choose one of two different effects for each rank.
Cooldown: 8 actions

Rank 1: This power has the following statistics:
• Affected creatures have their Shield HP DR reduced by 1. If this would bring their Shield HP DR below 0, then they suffer an additional damage, from any source and shot that damages their Shield HP, equal to the negative amount of the Shield HP DR.
• Affected creatures suffer a -1 penalty to attack when using pistols, submachine guns, shotguns, assault rifles, sniper rifles and a -1 penalty to all Heavy Weapons checks when using heavy weapons.
• Area radius: 10 ft.
• Effect lasts for 5 actions.
Cost: 4 tech points to activate

Rank 2: This power has the following statistics:
• Affected creatures have their Shield HP DR reduced by 1. If this would bring their Shield HP DR below 0, then they suffer an additional damage, from any source and shot that damages their Shield HP, equal to the negative amount of the Shield HP DR.
• Affected creatures suffer a -1 penalty to attack when using pistols, submachine guns, shotguns, assault rifles, sniper rifles and a -1 penalty to all Heavy Weapons checks when using heavy weapons.
• Area radius: 10 ft.
• Effect lasts for 5 actions.
• Cooldown is reduced to 7 actions.
Cost: 4 tech points to activate

Rank 3: This power has the following statistics:
• Affected creatures have their Shield HP DR reduced by 1. If this would bring their Shield HP DR below 0, then they suffer an additional damage, from any source and shot that damages their Shield HP, equal to the negative amount of the Shield HP DR.
• Affected creatures suffer a -1 penalty to attack when using pistols, submachine guns, shotguns, assault rifles, sniper rifles and a -1 penalty to all Heavy Weapons checks when using heavy weapons.
• Area radius: 15 ft.
• Effect lasts for 7 actions.
• Cooldown is reduced to 7 actions.
Cost: 5 tech points to activate

Rank 4: This power gains one of the following upgrades:
Recharge Speed:
• Reduce cooldown by 2 actions.
• Increases cost by 1 tech point.
Outbreak:
• Increases area radius by +15 ft.
• Increases duration by 1 action.
• Increases cost by 1 tech point.

Rank 5: This power gains one of the following upgrades:
Epidemic:
• Increases area radius by +15 ft.
• Increases duration by 1 action.
• Increases cost by 1 tech point.
Weaken:
• Increases the penalty to attack rolls and Heavy Weapons checks to -2
• Affected creatures also suffer a -2 penalty to Fortitude and Reflex saves.
• Increases cost by 1 tech points.

Rank 6: This power gains one of the following upgrades:
Virulence:
• Increases the Shield HP DR reduction to 2.
• Increases cost by 2 tech points.
Sabotage:
• Affected creatures suffer a -1 penalty on all damage rolls made with pistols, submachine guns, assault rifles, shotguns, sniper rifles and heavy weapons (not multiplied on a critical hit)
• Increases cost by 2 tech points.



Team Support
Improves defenses and support for the whole squad through kinetic barrier generator and hardsuit enhancements.
Prerequisite: Decryption 4 ranks, Electronics 4 ranks, Knowledge (tactics) 2 ranks, Repair 4 ranks
Activation: 1 action
Maintenance: Equals power cost
Effect: This passive power enhances the armor and shields of allies with the use of powerful combat-support VIs. To gain the benefits of this power, allies must be within 30 ft of the character. Once the power is activated, they retain the bonuses provided they don’t move more than 100 ft away from the character. This power affects the character as well.
When this power is dismissed, the characters lose a number of Shield HP equal to the amount gained, if possible.
When ranks 4, 5 and 6 are attained, the character must choose one of two different effects for each rank.
Cooldown: 3 actions. Cooldown is also applies after this power is dismissed.

Rank 1: This power has the following statistics:
• Increases Shield HP of allies by an amount equal to 2× the character’s Intelligence modifier.
Cost: 2 tech points to activate

Rank 2: This power has the following statistics:
• Increases Shield HP of allies by an amount equal to 2× the character’s Intelligence modifier.
• Allies gain Shield HP regeneration of 1 point per action.
Cost: 2 tech points to activate

Rank 3: This power has the following statistics:
• Increases Shield HP of allies by an amount equal to 3× the character’s Intelligence modifier.
• Allies gain Shield HP regeneration of 1 point per action.
Cost: 3 tech points to activate

Rank 4: This power gains one of the following upgrades:
Squad Regeneration:
• While this power is active, whenever the character uses the First Aid skill, he or she can heal one additional character within range, using the same Medi-Gel kit (both are healed the same amount).
• Increases cost by 1 tech point.
Deflective Shields:
• While this power is active, allies gain +1 bonus to Defense.
• Increases cost by 1 tech point.

Rank 5: This power gains one of the following upgrades:
Team Shielding:
• Increases ally Shield HP by an amount equal to 2× Intelligence modifier.
• Increases ally Shield HP regeneration by 1.
• Increases cost by 2 tech points.
Tactical Revival:
• While this power is active, whenever an ally within range of the character’s First Aid Dispenser falls to 0 or less HP, the character can choose to immediately spend 1 Medi-Gel and use the First Aid skill on that character (only one character can be healed this way each round). If the amount healed is enough to keep the ally above 0 HP, the ally never falls unconscious.
• Increases cost by 1 tech point.

Rank 6: This power gains one of the following upgrades:
Defense Grid:
• Allies gain Shield HP DR 1.
• Increases cost by 2 tech points.
Life Support:
• Allies without Shield HP gain regeneration equal to the Intelligence modifier of the character, as long as the character has at least 1 Medi-Gel kit.
• Increases cost by 2 tech points.
"This is all Joker's fault! What a tool he was! Now I spend all day computing pi because he plugged in the Overlord."
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Joined: January 14th, 2018, 5:29 am

January 14th, 2018, 5:34 am #2

I'm confused on what is intended with the team support power.  In general the ranks are full rules I believe so rank 2 with a 20int +5mod character provides 10hp correct?  Rank 3 would be 15.  So why does rank 5 team shielding option say 2x again going down to 10?  Is this in addition too, so 25?  Or would it be 45 because this power adds each time? typo?
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Isair
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Isair
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Joined: December 26th, 2011, 3:56 am

January 15th, 2018, 3:48 am #3

The rank 5 increases the amount by another 2x intelligence mod, for a total of 4x Intelligence mod
"This is all Joker's fault! What a tool he was! Now I spend all day computing pi because he plugged in the Overlord."
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Joined: January 14th, 2018, 5:29 am

January 15th, 2018, 9:04 am #4

Thank you.
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Joined: February 11th, 2018, 1:18 pm

February 11th, 2018, 1:21 pm #5

The PDF shows there is no maintenance cost for Team Support yet your post here says it does, which one is correct?
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Isair
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Isair
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Joined: December 26th, 2011, 3:56 am

February 12th, 2018, 2:05 am #6

In this case, it is the one here. Seems I forgot to add it to the PDF. Thanks for pointing this out, I will correct :)
"This is all Joker's fault! What a tool he was! Now I spend all day computing pi because he plugged in the Overlord."
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