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DiasExMachina 4ED Update
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<blockquote data-quote="Dias Ex Machina" data-source="post: 4453858" data-attributes="member: 58907"><p>TECHANS REVEALED</p><p></p><p>In total, there are four techan classes. Like D&D, they are the best of their profession and are combat orientated. They have a handful of their own feats but not as many as you might thinkg as many of the D&D feats still apply. The same goes for skills. 4ED intentionally made skills compact and streamlined rather than convoluted. So we only have 4 new skills (Demolition, Engineer, Sciences, and Vehicle Operation). On the other hand, we have 36 pages of weapons, grenades, and armour. Weapons are offered through a narrow spectrum of enhancement. Plasma weapons are not available until +5. Revolvers are available at +0. Magnetic weapons have bonuses against cover and have a high-crit. Plasma weapon can inflict additional fire damage on a critical hit. These are but some of the many weapons offered. </p><p></p><p> Tactical Body Armour is available at +2 and Power Armour starts at +3. Of course, you don’t have to have Power Armour. There are stealth suits as well. We have about a dozen vehicles but all the city transports are gone. All we have now are the lumbering, echan transports, which basically start as giant caravans that reach to sizes that would make Jawa Sandcrawlers weep.</p><p></p><p> So with no more gilding the lily and no further adieu, I present to you your techan classes. </p><p></p><p> <strong>Grounder:</strong> The grounder is your primary hitter. As a grounder, your speciality is with wearing the most powerful armour and wielding the most powerful weaponry. Everyone has firearm proficiencies but you are adept with the use of auto weapons. With auto and heavy auto weapons, you can perform ranged burst attacks and create area denial zones enemies cannot pass through without getting hit. Your utility actions are mostly ally based where you can support adjacent friends when they are hurt including moving them from combat. A group of just Grounders is not worthless as they can support themselves on the front line.</p><p></p><p> <strong>Marshal:</strong> Often the commander of a group, the marshal is the observer and controller, and often enough, the puppeteer. As a marshall, your attacks are related to the grounder’s, save for the area effect attacks from heavy auto weapons. You hit as hard with the same weapons but your strength comes with your application of combat tactics, allowing you to shuffle allies and even enemies around the battlefield (although more the former than the latter). You also have a lot of combat boosting powers to keep allies alive. The others will not complain about you pulling your weight when you use a power that allows everyone else a bonus ranged attack.</p><p></p><p> <strong>Operator: </strong> The operator is the support member of a group, though not a slouch at all in combat situations. As an Operator, you have the biggest responsibility. This is because you are not a specialist. You are a generalist. Not only can you handle yourself in combat, you are sole the one person that can keep technology functional. You know how to recover items from disruption and make quick repairs when an item breaks. That’s not all; you are also gifted with medical training and can heal nearly as well as any divine holy man. Not enough, well how about the fact you can modify your weapons to fire further with more damage. Did I mention you probably also drive the car?</p><p></p><p> <strong>Stalker: </strong>Stalker is all about the being on your own. Though still a part of a team, you are best when separate. This comes from two distinct build options. The first is fast movement and close burst attacks from small arms. You can slide through enemy lines and fire multiple shots at point-blank range. You can break up an enemy flank dramatically this way, or you can be more subtle. This comes from the second build…sniper. You can take on the role as the long range support specialist. You can fire at distance, causing debilitating effects on enemy targets before they even get in range. Further options include moving by stealth and delivering a single kill on a target before the encounter can even begin. </p><p></p><p> As you move into Paragon paths, there are thirteen available including two snipers paths, two pistol/gunslinger paths, a medic, a mechanic, an infantry support specialist, and one that simply likes breaking people’s necks.</p><p></p><p> Of the eight epic destinies we’ve offered, five of them can apply to techans including a military promotion, free company general, and my personal favourite…machine of war…</p><p></p><p> Immortality? Heck no…you’re a nihilist.</p><p></p><p> That’s 4 classes with nearly 300 powers, 13 paragon paths, 5 epic destinies, all adding up to a pretty cool techan section, and I hope worthwhile of your investment…</p><p></p><p></p><p>I’ll end this with a few of my favourite powers:</p><p><strong>Just Got the Wind Knocked Out</strong> Grounder Utility 22</p><p> What? Nah, nah, I’m doing just fine. </p><p> Daily * Healing, Martial </p><p> Immediate Reaction Personal</p><p> Trigger: You suffer damage from any attack.</p><p> Effect: You ignore the damage and any effects from that attack for as many rounds as 2+ your Constitution modifier. </p><p> Special: After the time period expires (or at the end of the encounter), you suffer the damage and the effects from the attack. </p><p></p><p></p><p><strong>Watch Your Back </strong> Marshal Attack 13</p><p> You call for an assist from a comrade that takes care of the enemy behind you</p><p> Encounter * Martial, Weapon</p><p> Standard Action Ranged Weapon</p><p> Requirement: You must be flanked by two creatures.</p><p> Target: One creature flanking you. </p><p> Attack: Dexterity vs. AC</p><p> Hit: 3 [W] + Dexterity modifier damage. </p><p> Special: Any ally in line of sight makes a ranged basic attack on the other creature flanking you. Ally receives a +2 bonus to attack.</p><p></p><p></p><p><strong>Gauss Weapon Tweak </strong> Operator Attack 27</p><p> You play with the accelerator, increasing the kinetic energy of the weapon. You think it has something to do with the linear or homopolar motors powering the magnetic…honestly, you’re not exactly sure.</p><p> Encounter * Martial, Weapon</p><p> Standard Attack Ranged Weapon</p><p> Requirement: You must be wielding a rail or coil weapon.</p><p> Target: One creature</p><p> Attack: Dexterity vs. AC. Ignore all cover penalties. </p><p> Hit: 4 [W] + Dexterity modifier damage and the target suffers 10 ongoing damage.</p><p></p><p></p><p><strong>Clean Kill </strong> Stalker Attack 29</p><p> The first shot wasn’t intended to kill the target but just to bring its head around for the final shot.</p><p> Daily * Martial, Sniper, Weapon </p><p> Standard Action Ranged Weapon</p><p> Target: One creature up to double your weapon’s long range. </p><p> Attack: Wisdom +2 vs. AC</p><p> Hit: 2 [W] damage.</p><p> Effect: If the first attack hits, make a follow-up attack. The target is helpless for this attack and it follows the effects of a Coup de Grace.</p><p> Attack: Wisdom vs. AC</p><p> Hit: 3 [W] + Wisdom modifier damage</p><p> Miss: Normal damage with the first strike. No secondary strike.</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 4453858, member: 58907"] TECHANS REVEALED In total, there are four techan classes. Like D&D, they are the best of their profession and are combat orientated. They have a handful of their own feats but not as many as you might thinkg as many of the D&D feats still apply. The same goes for skills. 4ED intentionally made skills compact and streamlined rather than convoluted. So we only have 4 new skills (Demolition, Engineer, Sciences, and Vehicle Operation). On the other hand, we have 36 pages of weapons, grenades, and armour. Weapons are offered through a narrow spectrum of enhancement. Plasma weapons are not available until +5. Revolvers are available at +0. Magnetic weapons have bonuses against cover and have a high-crit. Plasma weapon can inflict additional fire damage on a critical hit. These are but some of the many weapons offered. Tactical Body Armour is available at +2 and Power Armour starts at +3. Of course, you don’t have to have Power Armour. There are stealth suits as well. We have about a dozen vehicles but all the city transports are gone. All we have now are the lumbering, echan transports, which basically start as giant caravans that reach to sizes that would make Jawa Sandcrawlers weep. So with no more gilding the lily and no further adieu, I present to you your techan classes. [B]Grounder:[/B] The grounder is your primary hitter. As a grounder, your speciality is with wearing the most powerful armour and wielding the most powerful weaponry. Everyone has firearm proficiencies but you are adept with the use of auto weapons. With auto and heavy auto weapons, you can perform ranged burst attacks and create area denial zones enemies cannot pass through without getting hit. Your utility actions are mostly ally based where you can support adjacent friends when they are hurt including moving them from combat. A group of just Grounders is not worthless as they can support themselves on the front line. [B]Marshal:[/B] Often the commander of a group, the marshal is the observer and controller, and often enough, the puppeteer. As a marshall, your attacks are related to the grounder’s, save for the area effect attacks from heavy auto weapons. You hit as hard with the same weapons but your strength comes with your application of combat tactics, allowing you to shuffle allies and even enemies around the battlefield (although more the former than the latter). You also have a lot of combat boosting powers to keep allies alive. The others will not complain about you pulling your weight when you use a power that allows everyone else a bonus ranged attack. [B]Operator: [/B] The operator is the support member of a group, though not a slouch at all in combat situations. As an Operator, you have the biggest responsibility. This is because you are not a specialist. You are a generalist. Not only can you handle yourself in combat, you are sole the one person that can keep technology functional. You know how to recover items from disruption and make quick repairs when an item breaks. That’s not all; you are also gifted with medical training and can heal nearly as well as any divine holy man. Not enough, well how about the fact you can modify your weapons to fire further with more damage. Did I mention you probably also drive the car? [B]Stalker: [/B]Stalker is all about the being on your own. Though still a part of a team, you are best when separate. This comes from two distinct build options. The first is fast movement and close burst attacks from small arms. You can slide through enemy lines and fire multiple shots at point-blank range. You can break up an enemy flank dramatically this way, or you can be more subtle. This comes from the second build…sniper. You can take on the role as the long range support specialist. You can fire at distance, causing debilitating effects on enemy targets before they even get in range. Further options include moving by stealth and delivering a single kill on a target before the encounter can even begin. As you move into Paragon paths, there are thirteen available including two snipers paths, two pistol/gunslinger paths, a medic, a mechanic, an infantry support specialist, and one that simply likes breaking people’s necks. Of the eight epic destinies we’ve offered, five of them can apply to techans including a military promotion, free company general, and my personal favourite…machine of war… Immortality? Heck no…you’re a nihilist. That’s 4 classes with nearly 300 powers, 13 paragon paths, 5 epic destinies, all adding up to a pretty cool techan section, and I hope worthwhile of your investment… I’ll end this with a few of my favourite powers: [B]Just Got the Wind Knocked Out[/B] Grounder Utility 22 What? Nah, nah, I’m doing just fine. Daily * Healing, Martial Immediate Reaction Personal Trigger: You suffer damage from any attack. Effect: You ignore the damage and any effects from that attack for as many rounds as 2+ your Constitution modifier. Special: After the time period expires (or at the end of the encounter), you suffer the damage and the effects from the attack. [B]Watch Your Back [/B] Marshal Attack 13 You call for an assist from a comrade that takes care of the enemy behind you Encounter * Martial, Weapon Standard Action Ranged Weapon Requirement: You must be flanked by two creatures. Target: One creature flanking you. Attack: Dexterity vs. AC Hit: 3 [W] + Dexterity modifier damage. Special: Any ally in line of sight makes a ranged basic attack on the other creature flanking you. Ally receives a +2 bonus to attack. [B]Gauss Weapon Tweak [/B] Operator Attack 27 You play with the accelerator, increasing the kinetic energy of the weapon. You think it has something to do with the linear or homopolar motors powering the magnetic…honestly, you’re not exactly sure. Encounter * Martial, Weapon Standard Attack Ranged Weapon Requirement: You must be wielding a rail or coil weapon. Target: One creature Attack: Dexterity vs. AC. Ignore all cover penalties. Hit: 4 [W] + Dexterity modifier damage and the target suffers 10 ongoing damage. [B]Clean Kill [/B] Stalker Attack 29 The first shot wasn’t intended to kill the target but just to bring its head around for the final shot. Daily * Martial, Sniper, Weapon Standard Action Ranged Weapon Target: One creature up to double your weapon’s long range. Attack: Wisdom +2 vs. AC Hit: 2 [W] damage. Effect: If the first attack hits, make a follow-up attack. The target is helpless for this attack and it follows the effects of a Coup de Grace. Attack: Wisdom vs. AC Hit: 3 [W] + Wisdom modifier damage Miss: Normal damage with the first strike. No secondary strike. [/QUOTE]
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