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Dawnseeker.
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Non-Force Abilities
Enlisted Abilities Ability Augment? Attack Defense Bonus Mastery Bonus Ambush +2 – Adds a +2 to Atk for one round Can be used for 2 Atk consecutive rolls Retreat – +2 Adds a +2 for Def for one round Can be used for 2 Def consecutive rolls Thought Shield Mind Shield – +X Beginner (Private): 1FP, +2 Intermediate (Specialist/Corporal): 2FP, +4 Expert (Sergeants): 3FP, +6 Mastery (Officers): 4FP, +8 NCO Abilities Ability Augment? Attack Defense Bonus Mastery Bonus Beyond -1FP Cost Command Yes +2 +2 Adds +2 Atk and +2 Def next round for a single ally Can affect up to 4 allies of your choice Hunker Down – +4 Adds +4 Def for the player Can affect up to 3 allies of your choice including yourself Artillery Strike +4 – Success: Does 3 DMG. Targeted AoE (including allies) with +4 Atk bonus Targeted AoE (excludes allies) Officer Abilities Ability Augment? Attack Defense Bonus Mastery Bonus Beyond -1FP Cost Orbital Strike +8 – Targeted AoE (including allies): Success – Deals 3 damage and -2 debuff on enemy defense in the AoE for two rounds Targeted AoE (excludes allies) Reinforcements +4 +4 Allies around you gain a +4 Atk and +4 Def bonus for one round Buffs now affects the user Heroics Yes +4 +4 Gain +4 to next Atk roll OR Def roll for current round Immunte to debuffs and conditions for round, all debuffs and conditions are purged, not subject to debuffs when entering the state 02/08/2025 at 20:26 #10588 -
The 5th Omega Dueling System
Combat Form Bonuses
How to read the charts: The trait learned at that particular level carries through for each subsequent level (ie, beginner traits are valid even if the Form is Mastered). The Atk Bonus or Def Bonus is what is added onto your roll for the level of proficiency you know. Other traits in the form of bonuses or detriments are indicated as they are gained as well. When rolling against Force/Tech Attacks, you do not apply any of these traits to your rolls unless specifically indicated on the modifier, only the Atk Bonus and Def Bonus highlighted in Grey on each chart.
YOU MAY ONLY SWITCH BETWEEN YOUR COMBAT FORM/REPUBLIC MARTIAL ARTS DURING THE ATTACK PHASE OF YOUR TURN!
COMBAT ACTIVES DO NOT STACK WITH AUGMENT TECH ABILITIES.
Reminder Note: Highest Number wins. Defender wins tie unless the attacker is higher rank or specifically stated in form or weapon mechanics used.
Assault Trooper Beginner Intermed Expert Master Master Trait Active Atk Bonus +1 +2 +3 +4 Assault Precision: Deliver a precise shot that deals 4 HP damage; Cost: 2TP Gain an additional +1 (Atk and Def) when fighting multiple opponents Roll attack with advantage (roll 2d20, take higher of the two) Def Bonus +0 +1 +1 +2 Lose -4 against melee opponents, decreasing by 1 PER level (max -0 at Master) Unlocks: Blaster Rifle, Blaster Pistol, Akimbo Blasters, Rotary Disruptor Pistol, Slugthrower Rifle, Slugthrower Pistol, Vibrobayonet, Nerve Enhancement Suit Marksman Trooper Beginner Intermed Expert Master Master Trait Active Atk Bonus +0 +1 +2 +3 Headshot: Allows a player to automatically deal their weapon’s damage to a single target without a roll losing their next turn; Cost: 2TP Gain a +1 Atk when fighting a single opponent (1v1 duel) Def Bonus +0 +0 +1 +1 Take -4 against melee opponents, decreasing by 1 PER level (max -0 at Master) Gain a +4 on defense against opponents at range Successfully defending with a 20 or higher grants the ability to make an immediate d20 attack at the cost of 1TP Unlocks: Blaster Sniper, Slugthrower Sniper, Disruptor Rifle, Basic Scope, Long Range Scope, Bipod, Tactical Visor Heavy Infantry Trooper Beginner Intermed Expert Master Master Trait Active Atk Bonus +1 +2 +3 +4 Suppressive Fire: User will deliver a wave of fire to force enemies into cover. All affected players will roll defense, if failed they will lose an attack turn and 1HP; Cost: 2TP Gain a +1 Atk/Def when fighting multiple opponents Can attack up to 3 enemies in a burst. Allies in range must roll defense. Def Bonus +0 +0 +1 +1 Against melee opponents lose -4. Each level decreases by 1 (max -0 at Master) Unlocks: Blaster Cannon, Heavy Flamethrower, Light Flamethrower, Lightning Rifle, Miniature Railgun, Electronet Launcher, Wrist Flamethrower, Carbonite Sprayer, Cryo Ammo, Incendiary Ammo, Explosive Ammo Demolitions Trooper Beginner Intermed Expert Master Master Trait Active Atk Bonus +1 +2 +3 +4 Shrapnel Rain: User will deliver a fiery explosion AoE that hits all enemies in a 5-meter radius. All affected enemies will roll defense, if failed they will lose 2HP and take an extra point of dmg at the start of their turn; Cost: 4TP Gain a +1 Atk/Def when fighting multiple opponents Roll attacks with advantage (roll 2d20, take greater of the two) Friendly fire is now disabled Def Bonus +0 +1 +1 +1 Roll defense with disadvantage (roll 2d20, take lesser of the two) Lose a defensive tie regardless of rank Lose a defensive tie regardless of rank (Disadvantage no longer applies) Unlocks: Grenade Launcher, Rocket Launcher, Grenades, Shoulder Mounted Rocket, Wrist Rockets, Underbarrel Grenade Launcher ACQ Trooper Beginner Intermed Expert Master Master Trait Active Atk Bonus +0 +1 +2 +3 Offensive Flurry: Make two attacks to your opponent in melee range; Cost: 2TP Gain an additional +1 Atk/Def when facing 2 or more melee weapon opponents (max +4 at Master) Roll attack with advantage against one opponent (roll 2d20 and take greater of the two) Def Bonus +0 +0 +1 +2 Lose a -4 against ranged opponents Successfully defending with a 20 or higher grants the ability to make an immediate d20 attack at the cost of 2TP Unlocks: Vibroblade, Electrobaton, Electrostaff, Vibroaxe, Power Hammer, Vibrospear/Vibroglaive, Lance, Underbarrel Scattergun, Integrated Shield, CQC Scope, Oversized Vibromotor, Shield Gauntlet, Wrist Laser Republic Martial Arts Bonuses
How to read the charts: The trait learned at that particular level carries through for each subsequent level (ie, beginner traits are valid even if the Form is Mastered). The Atk Bonus or Def Bonus is what is added onto your roll for the level of proficiency you know. Other traits in the form of bonuses or detriments are indicated as they are gained as well. When rolling against Tech Attacks, you do not apply any of these traits to your rolls unless specifically indicated on the modifier.
YOU MAY ONLY SWITCH BETWEEN YOUR COMBAT FORM/REPUBLIC MARTIAL ARTS DURING THE ATTACK PHASE OF YOUR TURN!
COMBAT ACTIVES DO NOT STACK WITH AUGMENT TECH ABILITIES.
Reminder Note: Highest Number wins. Defender wins tie unless the attacker is higher rank or specifically stated in form or weapon mechanics used.
Republic Martial Arts Beginner Intermed Expert Master Master Trait Active Atk Bonus +1 +2 +3 +4 Disabling Strike: Deal a strike that will stun an opponent giving them a -3 debuff for one turn dealing no damage; Cost: 2TP Gain a +1 Atk/Def when fighting a single opponent (1v1 duel) Can be used with select Combat Form* (no cost to switch when able to) Flurry of Blows Combination: Make up to 2 strikes; either to 1 or 2 targets (2HP of dmg); 2TP [Flat rolls with Atk bonus. No advantage] Roll attack with advantage when fighting a single opponent (roll 2d20 and take greater of the two Def Bonus +1 +1 +2 +3 Lose -6 against an armed (melee weapon/ranged/armor weapon mods) opponent Roll defense with advantage against one opponent (roll 2d20 and take greater of the two) Unlocks: Vibroknife, Shock Gloves, Whipcord Launcher | Applicable Combat Form*: ACQ Trooper Republic Martial Arts Form Integration: Highly skilled practitioners of both the blaster and Republic Martial Arts are often able to interweave their attacks into the flow of combat. Because of this, people who are both an Expert in their Combat Form* choice as well as an Expert in Republic Martial Arts may, as their Augment Ability for the attack, send an additional attack in Republic Martial Arts using their Form Bonus as a modifier (Expert +2, Master +3). This additional attack costs 2FP to initiate and deals 1HP of damage to the target.
Republic Martial Arts Fighting Styles: As a soldier progresses in Republic Martial Arts, the Combat Form takes on a style all its own, unique to the individual. Because of this, Experts and higher of the Form are expected to be able to demonstrate this unique style in the field as well as in practice. At Expert proficiency, a user of Republic Martial Arts may pick from one of the following general combat styles. The names of the style are in no way a limitation of how this bonus manifests in emotes, but exists rather as a descriptive helper for those uncertain of which specialization they may choose.
These modifiers only apply to Basic Attacks used within Republic Martial Arts. They do not apply to the Flurry of Blows abilities, the Disabling Strike ability, or when using Republic Martial Arts strikes as Augment Abilities for Combat Forms.
Republic Martial Arts Fighting Styles Name Modifier The Brawler Advantage on Attack Rolls (roll 2d20, take the greater of the 2) The Wall Advantage on Defense Rolls against Melee threats (roll 2d20, take the greater of the 2) The Skirmisher Advantage on Defense Rolls against Ranged threats (roll 2d20, take the greater of the 2) The Duelist +2 on Attack/Defense rolls while fighting a single opponent The Whirlwind +2 on Attack/Defense rolls while fighting multiple opponents Cover System
The Cover System allows troopers to take cover on the field for protection or during combat for tactical advantage. There are two types of cover: half and full. Cover may be taken on initiative for free and can be taken after in lieu of your action. If a player fails a defense roll while behind cover, the cover sustains the damage it can take before it transfers to the player. For example, if a soldier was behind half cover and an attack hit with 3 damage, the cover is destroyed and the soldier takes 1 damage. When your piece of cover loses all its HP, it is considered unusable for the remainder of the session. A player will need to either find new cover or lose the benefits.
Note: This applies for ranged attacks. Any melee attacks done past or over a player’s cover will not strike the cover.
Type of Cover Hit Points (HP) Mechanic Half Cover 2 Can attack from cover. Full Cover 4 Cannot attack from cover. Reloading
Each weapon that can be used within the 5OC roll system has a specific amount of turns that it can be used before it needs to be reloaded, the only exception being melee weapons. The reload time for each weapon is listed in the mechanic spreadsheet. Once you reach the turns specified in which your character has to reload, you have two options. The first is to reload the weapon, this will cost you one turn and you forgo your attack. The second is to swap weapons and continue fighting, but if you want to switch back to the weapon that is out of ammo, you must still spend a turn reloading it.
02/08/2025 at 20:27 #10589 -
The 5th Omega Company Swarm System
The 5th Omega Company Swarm System is a roll system most often utilized for large scale combat situations, such as battlefields, or for situations where a few stands against many, such as a squad of troopers ambushing a large group of gangsters. While not necessarily a mechanically perfect representation of the scope of your character’s abilities, it is used to streamline large or chaotic battles where more intimate roll systems would bog down the mission and make less fun for more people. However, it is ultimately up to the Dungeon Master (DM) to determine what does and does not count as a situation where the Swarm System is applied on their missions. They may also choose to add other buffs, debuffs, or situations which may require rolls beyond these, which will be explained by the DM in the moment. General Disclaimer: All rolls are d20 based for mission actions, story rolls, or dueling. The Dungeon Master (DM) may specify rolls are needed for a specific action during the course of a mission, and rolls are typically required during combat.
Note: Troopers will be forgoing their usual equipment and weapon modifiers in this system for simplicity at the discretion of DMs.
Combat Form Ability Bonus by Proficiency:
As used in combat, whether it be boss type battles or Swarm type battles. These numbers may be further augmented using one of your available Augment Abilities that your character has learned, as listed below. Some Combat Forms are more inherently capable during a mass combat situation. As such, some of the following forms have been highlighted in Green. While using any of these Combat Forms during a Swarm type battle, as long as you are of Intermediate proficiency or above in it, you may roll with advantage on your d20 roll instead (roll 2d20 and take the highest number rolled). This condition, like all others, may be subject to DM discretion given modifiers applied to each fight as they come.
Note: Do not add the Roll Modifier bonus if utilizing a Force Ability, Force Form, or Combat Form (bonus does not stack). Rolling above a 20 in combat does not guarantee an auto hit. It is quite plausible for others to roll above a 20 in defense.
Combat Form Name Beginner Intermediate Expert Master ASSAULT TROOPER +1 +2 +3 +4 MARKSMAN TROOPER +0 +1 +2 +4 HEAVY INFANTRY TROOPER +1 +2 +3 +5 DEMOLITIONS TROOPER +1 +2 +3 +5 ACQ TROOPER +0 +1 +2 +3 REPUBLIC MARTIAL ARTS +0 +1 +2 +3 MEDIC SWARM
The below is for use as a Medic when Swarm is in play if wanting to attempt to heal an ally. Use the threshold table below for results. Bonuses that can be applied to the roll are listed beneath the threshold table.
Roll Results Action 13-20+ You can work swiftly enough to reach two allies and heal them each for one mark of health. Alternatively, you may heal one individual for two marks of health, or stabilize a downed ally. So long as you are not unconscious, the ally may be yourself. 10-12 In the same turn, you may reach and heal one ally (or self) for one mark of health. 5-9 Take a turn to reach an ally or to assess an injury. No results on this turn, and the next is automatically spent healing one ally (or self) for one mark of health. [Lose a turn.] 1-4 You are in peril and, without intervention from an ally, will take damage this round. Medic Rank Modifier for Addition to all Medic System Rolls:
Rank Bonus Medic Trainee +1 Field Medic / Medical Sergeant +2 Chief Medical Sergeant (CMS) +3 ENGINEER SWARM
The below is for use as an Engineer when Swarm is in play if wanting to attempt to repair an ally or vehicle. Use the threshold table below for results. Bonuses that can be applied to the roll are listed beneath the threshold table.
Roll Results Action 13-20+ You can work swiftly enough to reach two allies and repair them each for one mark of armor points. Alternatively, you may repair one individual for two marks of armor points. OR you can work swiftly enough to repair ONE vehicle for two marks of hit points. 10-12 In the same turn, you may reach and repair one ally for one mark of armor point. OR you can reach ONE vehicle and repair it for one mark of hit points. 5-9 Take a turn to reach an ally or to assess a repair. No results on this turn, and the next is automatically spent repairing one ally for one mark of armor points. [Lose a turn.] 1-4 You are in peril and, without intervention from an ally, will take damage this round. Engineer Rank Modifier for Addition to all Engineer System Rolls:
Rank Bonus Engineer Trainee +1 Engineer / Expert Engineer +2 Engineering Leadership +3 Non-Force Abilities
Non-Force Abilities by Tier
Enlisted Abilities Ability Augment? Ambush Retreat NCO Abilities Ability Augment? Command Yes Hunker Down Artillery Strike Officer Abilities Ability Augment? Orbital Strike Reinforcements Heroics Yes 02/08/2025 at 20:28 #10591
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