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Page 1: Table of Contents · 2015. 11. 11. · roll for Critical and Status. You may choose which one applies. When a Tenno Reloads their weapon, it refills their Magazine, taking from their
Page 2: Table of Contents · 2015. 11. 11. · roll for Critical and Status. You may choose which one applies. When a Tenno Reloads their weapon, it refills their Magazine, taking from their

Table of Contents

Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . 2Quick Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Ticks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Rules of Engagement: Tenno . . . . . . . . . . . . . . . . . 3Resolution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Rules of Engagement: Enemies . . . . . . . . . . . . . . . 4Movement and Momentum . . . . . . . . . . . . . . . . . . 4Melee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Damage and Status . . . . . . . . . . . . . . . . . . . . . . . . 5Hacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Mastery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Modification . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . 10Stats . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . 10The Lists Begin . . . . . . . . . . . . . . . . . . .. . . . . . . . . 10

Special Mods . . . . . . . . . . . . . . . . . . . . . . . . . 10 Enhancement Mods . . . . . . . . . . . . . . . . . . . 11

Armory . . . . . . . .. . . . . . . . . . . . . . . . . . . . .. . . . . . . xWarframes . . . . . . . . . . . . . . . . . . . . . . . . . . . . x Primary Weapons . . . . . . . . . . . .. . . . . . . . . . . x Secondary Weapons . . . . . . . . . . . . . . . . . . . . x Melee Weapons . . . . . . . . . . . . . . . . . . . . . . . . x Important Items . . . . . . . . . . . . . . . . . . . . . . xx

Codex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xGrineer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . x Corpus . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . x Infested . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . x Corrupted . . . . . . . . . . . . . . . . . . . . . . . . . . . . . x

Quick Reference

A team of Tenno move as one. On their turn, each can Fire, Reload, Melee, Cast, or Parkour, inwhatever order they wish. Any round you don't take damage, you regain a Tick of Shield. On thesecond round this becomes two Ticks. - Fire: Deals the gun's listed Damage. Consumes its Fire Rate from the Magazine. - Reload: Refill the gun's Magazine from total Ammo. Takes your Reload in rounds. Swift reloads don't take a turn. - Melee: Attack a (usually) adjacent target. See the weapon's Armory section for more. - Cast: Use one of your Warframe's Powers. You must pay the Energy cost. - Parkour: Build a point of Momentum

Unless doing Parkour, you must move your current Move in a straight line to keep it. If you meet a wall or object, you may change your direction. This is all independent of your action. Momentum maybe lost at any time voluntarily. Each point of Momentum gives you +1 Tick of Move, +1 Tick of Dodge, and -1 Tick of Accuracy.

Each enemy has a Health, Move, Damage, and possibly Shield. All active enemies contribute their Damage to the engagement's total Firepower. The GM distributes the Firepower, hopefully not all on one target.

When Tenno fire, they roll d% to roll at or under the weapon's Accuracy. On a hit, they roll again each for Critical and Status.

When enemies fire, they roll d% to roll at or under the target Tenno's Dodge.Dodge% = ( [1 + Ticks] * 10 )

End of battle looting (Roll twice)Roll Gain1-25 Health (2 Ticks)26-50 Energy (2 Ticks)51-75 Primary Ammo (1 Tick)76-100 Secondary Ammo (1 Tick)

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Ticks

Many times throughout this game you'll see the term 'Ticks.' A Tick is a piece of measurement for a stat. Its role is to offer a standardized term for a small boost in a stat. The exact amount a Tick is worth will vary depending on the Warframe and Weapon; this is why a quickly-used term is necessary.

Example: A Frost has a max Energy of 15,with a Tick value of 2. A Frost has a Mod

increasing his max Energy by 2 Ticks.So, he now has a max Energy of 19.

If you happen to come across a Tick value of less than 1 (such as 1/2 or 1/3), that means it takes two, three, or however many Ticks to see one point of effect.

Rules of Engagement: Tenno

First, some general information. When a conflictis Tenno vs non-Tenno, then the Tenno squad goes first in whatever order they wish. If there isa conflict between Tenno, then initiative goes in order of the current highest-to-lowest Move ratings (which will change, depending on Momentum). Non-Tenno always go last. If there is yet still a tie, then flip a coin or roll a die. Movement and Momentum is core to the Tenno style, and has its own section later.

On a Tenno's turn, they can Fire, Reload, Cast, Parkour, Melee, or another context-specific action (like hacking a console).

When a Tenno Fires their weapon, it consumes Ammo from its Magazine. Then, you roll for Accuracy. If it hits, then they make a single d% roll for Critical and Status. You may choose which one applies.

When a Tenno Reloads their weapon, it refills their Magazine, taking from their total

Ammunition of that type (being Primary or Secondary). Each weapon has a Reload rating; this is how many rounds Reloading the weapon takes. Tenno are advised to take cover first.

When a Tenno Casts a Power, they use a specialability determined by their Warframe. Every Power has a Cost paid in Energy.

When a Tenno does Parkour, they gain a point ofMomentum. This is covered in its own section later. For now, know that Momentum makes the Tenno move faster. The Tenno has a harder timeaiming, but not nearly as much trouble as enemies will have hitting the moving Tenno.

When a Tenno Melees, they attack an enemy using their melee weapon. In the hands of a Tenno, melee weapons are very powerful and don't require Ammo, but they usually arrest your Momentum and make you vulnerable. Melee is avery involved playstyle and has its own section.

Resolution

First of all, you need to be able to roll a d%, or a d100 (which means a 100-sided die). But don't worry about actually having a 100-sided die; if you've ever seen one, you know they're cumbersome. You can achieve the same effect from rolling two d10s (that is, 10-sided dice). Simply designate one as the tens die and one asthe ones die, and you have a d% roll. A roll of '00'means a 100. When you are trying to roll to beat a number (like your chance to hit or crit or to dodge incoming fire), you are attempting to roll equal to or less than the target number.

When a player fires a weapon, they need to make an Accuracy check. You can find your Accuracy in the description of your weapon; check the Armory. Make sure you factor in your Momentum.

When a player does damage, they need to make checks for Critical and Status. These chances

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are also listed in weapon descriptions. Note thatmelee weapons have Critical and Status, even though they don't require Accuracy checks. Alsonote that the effects of Powers are absolute; they don't roll for Accuracy, Critical, or Status.Damage is always a set number. Tenno are all about momentum, and the system is no different. However, you may need to adjust your numbers in combat if you have elemental damage. Enemies have different elemental vulnerabilities and resistances. Your element also determines the Status you can inflict. If youhave no elemental damage, each weapon has anassociated Status it will inflict. You may choose whether you inflict the element's Status or your weapon's default.

Rules of Engagement: Enemies

Tenno are quite powerful, and so the factions opposing them will send large numbers against them. As mentioned, this game is about momentum, and sitting through thirty turns for your next action clashes with that. So how does a GM handle a large number of players without slowing everything down? Don't worry, it's simple.

Each enemy has their own Health, Move, Damage, and sometimes Shield. The GM may move them independently, but usually they will simply stay in cover or slowly approach. It is paramount that the enemies' turn never take very long.

All enemies in the engagement add their Damage into their side's Firepower. Firepower isan abstraction that quickly sums up all of the gunfire coming at the squad. On the enemies' turn, the GM distributes this Firepower among the squad generally according to what the enemies are aiming at.

The Tenno then roll to Dodge. Each Tenno being fired at rolls d%. Base chance to Dodge is 10%. Each point of Momentum increases this by 10.

A short expression of this is (1 + Ticks) * 10.If a Tenno successfully Dodges, then no damageis taken. If they fail, then the Firepower is taken as damage to Shields, and then Health.

Movement and Momentum

Each Warframe has a Move rating. This ishow many units the Warframe can move withoutfirst building Momentum. A Tenno is also not bothered by terrain; while enemies need to movearound or clamber overobstacles, Tenno canalways ignore terrainas long as themovement doesn't endin a pit or somethingsimilar.

Conflict is about morethan having the biggergun; you must staymoving. When a Tennodecides to Parkour,they gain a point ofMomentum. You may wish to have some sort of tokens on hand to track them.

Each point of Momentum gives you a Tick of Move and a Tick of Dodge, but you lose a Tick ofAccuracy. You must maintain your Momentum or lose it. On your turn, you must move your current Move in a straight line. You may change this direction only when you meet an object or wall or when you Parkour. Maintaining Momentum is done independently of the action you perform that turn, and you may be considered as Firing from any point of the path.

Melee and most context actions will lose your Momentum. You may also voluntarily lose your moment at any time or point in your path.

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Melee

A large part of the discipline of the Tenno is incorporating melee weapons into their usual run-and-gun. Tenno are quite fast and strong, sofor them such weapons can reach the potential of bullets.

Melee and Momentum are both important to your play, but for the most part are mutually exclusive. Anything other than a Passing weapon attack will halt you immediately (see the Armory for which weapons have Passing). However, each point of Momentum you have going into a melee attack gives you a Tick of Damage, regardless of the type of attack.

A regular melee attack simply does your weapon's Damage to an adjacent target. A Cleaving weapon additionally hits the two units on either side of the target adjacent to you. A Throwing weapon may be thrown at a target up to its maximum range, hitting all targets along the way there, and then at the end of your next turn, every enemy from that target back to you. The Throwing weapon is unavailable for use until it returns.

A Slam attack inflicts Knockdown on all adjacent targets and inflicts a quarter of the weapon's Damage. Many weapons have special Slam attacks; check the Armory for them.

You may hold a Block if you wish. You cannot maintain Momentum while Blocking. While Blocking, you roll Block instead of Dodge when attacked. Block chance will be listed in a weapon's stats.

Any attack may also be Channeled. If you Channel a melee attack, you first pay the weapon's Channel cost. Typically, heavier weapons cost less to Channel.

Damage and Status

Enemies vary in their vulnerability to types of damage. Additionally, each damage type will inflict a different Status. In almost every case, weapons get elemental damage from Mods. Note that a weapon may only have a single damage type.

Every weapon has a base damage type, usually physical. If you have an element, your damage type becomes that element. A weapon will always only ever have one damage type. However, when applying a Status, you may choose between the weapon's base and your element type.

There are two types of elemental damage: Simple and Combo. A weapon gets a Simple element from having only one element. These are Cold, Electricity, Heat, and Toxin. A weapon gets a Combo element from combining two Simple elements. These are Blast, Corrosive, Gas, Magnetic, Radiation, and Viral.

Coming up on the next two pages are charts for all damage types according to enemy faction. They will include everything you need to know: damage modifiers, Status effects by element,

combinationsfor the Combined elements, and enemy defense types.

The actual effects of each Status are at the bottom of thenext page.

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Stagger: Lose next turn.

Weakness: -3 Ticks of Damage

Bleed: 2 Ticks of the weapon's Damage for 5 rounds. This can be absorbed by Shields.

Burn: 2 Ticks of the weapon's Damage for 3 rounds. Lose next 2 turns.

Friendly Fire: For 2 rounds, only attack allies.Slow: For 6 rounds, must declare an action and

then perform it the following round.

Poison: 2 Ticks of the weapon's Damage for 5 rounds. This ignores Shields.

Destroy X: Sets X stat to zero for 5 rounds.

GrineerDamage Type Cloned Flesh Ferrite Armor Alloy Armor Machinery Status Effect

Impact - 2 Ticks + 2 Ticks Stagger

Puncture + 4 Ticks + 1 Tick Weakness

Slash + 2 Ticks - 1 Tick - 4 Ticks Bleed

Heat + 2 Ticks Burn

Cold + 2 Ticks Slow

Electricity - 4 Ticks + 4 Ticks 1-unit AoEStagger

Toxin + 2 Ticks - 2 Ticks Poison

Blast(Heat + Cold)

- 2 Ticks + 6 Ticks 1-unit AoEStagger

Radiation(Heat + Elec)

+ 6 Ticks Friendly Fire

Gas(Heat + Toxin)

- 4 Ticks 2-unit AoEPoison

Magnetic(Cold + Elec)

- 4 Ticks DestroyShields

Viral(Cold + Toxin)

+ 6 Ticks - 2 Ticks Halve MaxHealth

Corrosive(Elec + Toxin)

+ 6 Ticks DestroyArmor

Cloned Flesh: Refers to any Grineer enemy with no armor, usually a Drahk.

Ferrite Armor: If they're not a machine and have armor, but not Alloy, then it's Ferrite.

Alloy Armor: Elite Lancers, Eviscerators, Bombards, Napalms, and most Grineer Bosses. If it's tough, it probably has Alloy.

Machinery: Really now.

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Hacking

Being savvy with computers is a key skill to getting anywhere in the heavily-computerized setting of Warframe. Included in a Tenno's arsenal are the skills to break into a system. Youwill need to do this every so often to turn off alarms and lockdown, sometimes turn on alarms and lockdown, as well as various other context-specific tasks like exposing generator coolants or retrieving information.

Unlike actually doing the hacking, rolling for it is simple. The first round of hacking has a 40% chance to succeed. Every round thereafter gainsa 20% chance. This means you are fairly likely not to hack in a single round, but are guaranteedto hack within 4 rounds.

A Tenno may abort hacking at any time if they wish, but doing so resets the stacking bonus. If either that Tenno or another goes back to hacking, it starts back at 40%.

CorpusDamage Type Flesh Shield Proto Shield Robotic Status Effect

Impact - 2 Ticks + 4 Ticks + 2 Tick Stagger

Puncture - 2 Ticks - 4 Ticks + 2 Ticks Weakness

Slash Bleed

Heat - 4 Ticks DoT + Panic

Cold + 4 Ticks Slow

Electricity + 4 Ticks 1-unit AoE Stun

Toxin + 4 Ticks *** *** - 2 Ticks DoT

Blast(Heat + Cold)

1-unit AoEKnockdown

Radiation(Heat + Elec)

- 2 Ticks + 2 Ticks Friendly Fire

Gas(Heat + Toxin)

- 1 Tick Toxin AoE

Magnetic(Cold + Elec)

+ 6 Ticks + 6 Ticks DestroyShields

Viral(Cold + Toxin)

+ 4 Ticks Halve MaxHealth

Corrosive(Elec + Toxin)

- 4 Ticks DestroyArmor

*** Toxin damage ignores shields. ***Flesh: All Corpus humanoids, after Shields.Shield: Almost all regular Corpus units have Shields.Proto Shield: Nullifier Crewmen, Corpus Techs, and Corpus bosses (before Flesh/Robotic).Robotic: If it's not human, it's Robotic.

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A note on the Corrupted

The Corrupted are a faction composed of units from other factions. Due to this, Corrupted enemies share their weaknesses and resistances with their uncorrupted counterparts.Simply flip to their table. When trying to decide on a damage type to take against them, simply browse through all three previous tables.

Looting

At the end of combat, or when the GM deems it appropriate (in the case of potentially-endless combat), you will be able to loot your enemies for supplies. Roll d% twice. Each roll gives you some supplies: 1-25 gives 2 Ticks of Health, 26-50 gives 2 Ticks of Energy, 51-75 gives a Tick of Primary Weapon Ammo, and 76-100 gives a Tickof Secondary Weapon Ammo. There is a chart for this in the Quick Reference section.

InfestedDamage Type Infested Infested Flesh Fossilized Sinew Status Effect

Impact Stagger

Puncture + 2 Ticks Weakness

Slash + 2 Ticks + 4 Ticks + 1 Tick Bleed

Heat + 2 Ticks + 4 Ticks DoT + Panic

Cold - 4 Ticks - 2 Ticks + 2 Ticks Slow

Electricity 1-unit AoE Stun

Toxin - 4 Ticks DoT

Blast(Heat + Cold)

+ 4 Ticks - 4 Ticks 1-unit AoEKnockdown

Radiation(Heat + Elec)

- 4 Ticks - 6 Ticks + 4 Ticks Friendly Fire

Gas(Heat + Toxin)

+ 6 Ticks + 4 Ticks Toxin AoE

Magnetic(Cold + Elec)

DestroyShields

Viral(Cold + Toxin)

- 4 Ticks Halve MaxHealth

Corrosive(Elec + Toxin)

+ 6 Ticks DestroyArmor

Infested: Chargers and LeapersInfested Flesh: Volatile Runners, Mutilist Osprey, and all Crawler enemies.Fossilized: Ancients, Mutilist MOAs, Boilers, Brood Mothers, and should it come up, Lephantis.Infested Sinew: Phorid only.

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Mastery

As a Tenno gains Mastery of a Warframe or Weapon, they can modify (or, Mod) the gear to better suit them. While Modification requires a large section to itself, Mastery is fairly straightforward.

You gain Mastery of equipment as you use it, to a maximum of Rank 30 per Warframe and Weapon. You only gain Mastery when you succeed a mission; otherwise, how is a Tenno toknow they're doing it right?

Below Rank 10, a Warframe gains 3 ranks and a Weapon gains 5 ranks.Below Rank 20, a Warframe gains 2 ranks and a Weapon gains 4 ranks.Below Rank 30, a Warframe gains 1 rank and a Weapon gains 3 ranks.

Just to be clear, a Warframe or Weapon only qualifies for one of the above cutoffs at a time. A Rank 5 rifle will not gain 5 plus 4 plus 3 ranks, just five.

TennoPray this never comes up. Only applies to NPC Tenno like the Stalker.

Damage Type Ferrite Alloy Shield Proto Shield Status Effect

Impact + 4 Ticks + 2 Ticks Stagger

Puncture + 4 Ticks + 1 Tick - 2 Ticks - 4 Ticks Weakness

Slash - 1 Tick - 4 Ticks Bleed

Heat - 4 Ticks DoT + Panic

Cold + 2 Ticks + 4 Ticks Slow

Electricity - 4 Ticks 1-unit AoE Stun

Toxin + 2 Ticks *** *** DoT

Blast(Heat + Cold)

- 2 Ticks 1-unit AoEKnockdown

Radiation(Heat + Elec)

+ 6 Ticks - 4 Ticks Friendly Fire

Gas(Heat + Toxin)

- 2 Ticks Toxin AoE

Magnetic(Cold + Elec)

- 4 Ticks + 6 Ticks + 6 Ticks DestroyShields

Viral(Cold + Toxin)

Halve MaxHealth

Corrosive(Elec + Toxin)

+ 6 Ticks - 4 Ticks DestroyArmor

Ferrite Armor: Rhino's Iron SkinAlloy Armor: Tenno HealthShield: All Warframe ShieldsProto Shields: Stalker's Shields.

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Modification

Mods are what you spend Mastery points on. With Mods you can customize the effectivenessof your equipment. This is done between missions, in your personal ship or the campaign's equivalent.

Each Warframe and Weapon has only eight Modslots available, and there are restrictions on what you can stack, so you will need to think carefully about how you upgrade it. It is up to the GM whether Mods can be changed, or if you have multiple Mod sets per weapon.

There are four kinds of Mods you can 'buy' and slot in:

Pure mods are simply a bonus to a stat. Each rank costs 1 Mastery and improves a stat by 1 Tick. If the Mod affects a Warframe's Health, Shields, or Armor, then it has a max of 10 Ranks.Otherwise the max is 5 Ranks.

Hybrid mods increase two stats in a single Mod.Each rank costs 2 Mastery and improves each stat by 1 Tick. These have a max of 5 ranks.

Corrupted mods sacrifice in one stat to greatly boost another. Each rank costs 2 Mastery. The raised stat is improved by 2 Ticks and the sacrificed stat is lowered by 1 Tick. These max out at 10 ranks.

Special mods offer unique boosts and mechanics. Their Mastery costs and max ranks vary. See their section for more information.

There are some restrictions on how you can Mod your gear. Don't worry, you're not being pidgeon-holed into All-Damage-All-the-Time. Firstly, a stat can only be increased or decreased by two unique Mods. Secondly, thesetwo Mods cannot be the same kind (Pure, Hybrid, or Corrupted). Thirdly, a Hybrid mod maynot give two kinds of damage.

One final note: after you apply all bonuses from Mods, add the number of Ticks gained for each stat to its Tick value. Do the same for stats lowered, but subtracting. If this brings a Tick value to 1, each further subtraction turns it to 1/2, 1/3, and so on.

In addition to the Mods you buy with Mastery and slot, there is one more kind: Enhancements.Enchancement Mods are attached to the Warframe or Weapon itself. They do not take a slot and they do not cost Mastery. It's highly recommended for GMs to have these 'consumed' by the attachment, or they just become a flat boost to the player.

Stats

Warframes and Weapons have different sets of stats. You're foremost protected by a Shield. If you go a round without taking damage, you regenerate a Tick of Shield; following rounds gives two Ticks. After Shields is your Health. Health itself isn't special like Shields, but it's protected by Armor. Armor is a flat reduction in Health damage taken, to a minimum of 1. Energy is consumed by casting Powers and Channeling. Move is how many units you can Move in a round before Momentum.

A Weapon's Accuracy is the highest you can roll and hit. It always does its Damage, modified by the enemy type (see the charts). Its Fire Rate is how fast it consumes its Magazine (not all weapons literally have magazines, but we will call them such for simplicity). Its Reload is how many rounds it takes to fill the Magazine with Ammo; some have a Swift reload and so don't have to wait. Finally, Critical and Status are yourchance to apply each on landing a hit, though only one may apply per round. Critical is listed as its percentage chance as well as how many Ticks of Damage a crit adds to the Damage dealth. It's highly recommended you write down your crit damage next to your regular damage instead of doing math every time.

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One final note about weapon stats: what if a weapon's Critical chance or Status goes above 100%? If a weapon's Critical chance goes above 100%, then the weapon's normal attacks are always crit; apply the Crit bonus to them. Crit rolls are now about applying Overcrit, which applies the bonus again. As for Status, at 100% the weapon always applies a Status, and Status chance above that is rolling to apply two Statuses. You may stack the same Status.

The Lists Begin

If you've made it this far, thank you for reading! You have already learned all the rules needed forplay. The rest of the rulebook are lists and reference material, the kind of thing you only need if you're looking for it. If you need something specific, the Table of Contents will help you out. Good luck out there, Tenno.

Special Mods

If you see brackets with numbers and commas, each number refers to progressive ranks.

Warframe

Equilibrium Cost: [6, 12]When you gain Health or Energy at the end of combat, gain [1, 2] Ticks of the other.

Fast Deflection Cost: [2, 4, 6, 8, 10]When you regenerate Shields, add [1, 2, 3, 4, 5] tothe base regen.

Intruder Cost: [2, 4, 6]Hacking chance starts at [60%, 80%, 100%].

Quick Thinking Cost: [6, 12]When you run out of Health, further Damage consumes your Energy. You aren't Downed until you take damage after 0 Health and Energy. Taking a second rank halves damage done to your Energy, always rounding down.

Rage Cost: 4For every two Health you lose, gain one Energy.

Rush Cost: 10When you do Parkour, you instead gain two points of Momentum.

Firearms

Ammo Mutation Cost: 7At the end of combat, always gain a Tick of ammo for the weapon on top of the normal two rolls.

Continuous Misery Cost: [5, 10, 15]All Status effects last for another round per rank.

Firestorm (Explosives/Clouds) Cost: [8, 16, 24]Increases blast/cloud radius by 1 unit per rank.

Hush Cost: 7The weapon is Silent.

Sinister Reach (Beam) Cost: [6, 12, 18]Increases range by 1 unit per rank.

Stabilizer Cost: 8It now takes two points of Momentum to lose a Tick of Accuracy.

Hell's Chamber (Shotgun) Cost: 8On killing an enemy, excess damage is carried through to the next enemy behind the target, within the weapon's range.

Melee

Berserker Cost: [5, 10, 15]After landing a melee critical hit, melee damage increases by [1, 2, 3] Ticks for 2 rounds. Stacks up to three times. Each crit refreshes the duration.

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Life Strike Cost: [5, 10]When you land a Channeled melee attack, you gain [2, 4] Ticks of Health.

Lasting Sting Cost: [5, 10, 15]All Status effects last for another round per rank.

Parry Cost: 6When you successfully Block a melee attacker, inflict Stagger for 1 round.

Reflex Coil Cost: [3, 6, 9, 12, 15]Reduces Channeling cost by 1 Tick per rank.

Enhancement ModsAlmost all these mods have keywords listed with them. Any weapon must have them all to equip the mod.

Warframe Enhancements

Corrosive ProjectionAll damage dealt by allies is increased by 1 Tick.

Energy SiphonAt the end of each round, the squad regenerates1 Energy.

Infested ImpedenceInfested units are slowed by 1 unit. Multiple instances do not stack.

Primary/Secondary ScavengerThe group always loots a Tick of Ammo on top of the normal loot rolls of the associated weapon type.

RejuvenationThe squad regenerates 1 Health every round.

Shield DisruptionEnemy Shields are reduced by 3 Ticks.

Smoke Shadow (Ash)Smoke Screen also cloaks adjacent allies.

Sonic Fracture (Banshee)Affected targets take double Damage for 2 rounds.

Pilfering Swarm (Hydroid)All allies within 2 units of the swarm immediately make one die of loot roll.

Regenerative Molt (Saryn)On cast, Saryn regenerates 5 Health at the end of every round for 5 rounds.

Eternal War (Valkyr)Each melee kill by the Valkyr while Warcry is active increases the duration on Valkyr and all affected allies by 2 rounds.

Weapon Enhancements

Deadly Sequence (Sniper)Base Critical chance is doubled.

Entropy Burst (Automatic, Rifle)Base Status chance is doubled.

Entropy Spike (Secondary, Bolts)On landing a hit, always inflict Blast. This is on top of any other effects of firing.

Eroding Blight (Secondary, Cloud)Base Magazine is doubled.

Gleaming Blight (Melee, Dagger)Base Status chance is doubled.

Lasting Purity (Sniper)Damage is doubled while Momentum is at zero.

Scattered Justice (Shotgun)Base Damage is increased by 4 Ticks. On a kill, excess damage is carried through to the next enemy behind the target, within the weapon's range.

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Sequence Burn (Secondary, Beam)Doubles the weapon's range.

Shattering Justice (Shotgun, >=10% base Crit)The weapon loses 10% Critical chance, but gains 20% Status chance.

Stinging Truth (Secondary, Automatic)The weapon's Magazine is increased by 4 Ticks.

Toxic Sequence (Primary, Cloud)Status inflicted by this weapon has double the duration.

Toxic Blight (Base damage is Toxin)Doubles base Damage. This weapon may no longer recieve any elemental damage except Toxin.

Winds of Purity (Secondary, Automatic)When this weapon deals damage, the wielder gains 4 Ticks of the weapon's Damage in Health.

Melee Stances

SwordsIron PhoenixAfter performing a melee attack, you may shift 1unit. If you make two melee attacks without moving, the second hits in an area around you.

Crimson DervishYour normal melee attacks cleave three targets in front of you.

Dual SwordsSwirling TigerAfter a melee attack, your second melee attack can either hit twice, or move you 2 units.

Crossing SnakesYour melee attacks cleave three targets in front of you, and can optionally move you 2 units.

KatanasBlind JusticeAfter a melee attack, your next attack moves you 3 units. All units you pass through suffer from a Slash proc.

Tranquil CleaveA second consecutive melee attack may either inflict Knockdown on a target or move you 2 units, hitting enemies you pass through.

Decisive JudgementAll basic attacks cleave three units in front of you and move you 1 unit.

DaggersPointed WindA second consecutive melee attack can either cleave three targets or do double against a single target.

Homing FangYour attacks cleave three targets. Second consecutive attacks move you 1 unit.

Dual DaggersGnashing PayaraYour attacks cleave three targets. Second consecutive attacks move you 1 unit.

Sinking TalonA second consecutive melee attack moves you 1 unit and does double damage to an adjacent enemy at the end of the movement.

MachetesSundering WeaveA second consective melee attack can either move 3 units and cleave all enemies on the way,or move 2 units, cleave all enemies on the way, and inflict Knockdown on all enemies at the end of it.

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FistSeismic PalmA second attack may move you 2 units.A third attack may have a range of Cone 2.A fourth attack may inflict Knockdown on adjacent enemies.You may skip any step, but not go back.

Fracturing WindYour slam attacks deal double damage. You may also move 1 unit before any melee attack.

SparringGrim FuryYour rapid strikes give you doubled chance to apply Status.

Brutal TideYour attacks cleave and move you 1 unit. When taking a melee attack, a successful Dodge lets you immediately make an attack on the attacker(this does not cleave).

GlaivesGleaming TalonYour melee attacks have a range of 4 units. Thisdoes not wait for the weapon to return.

Astral TwilightMelee-ranged attacks deal double damage. A second consecutive attack may instead attack in a 3-unit line or hit all adjacent enemies.

StavesClashing ForestYou may commit to 2 rounds of attacking, both gaining either an extra unit of reach on attacks, or moving you 2 units.

Flailing BranchAfter attacking, your next attack may move you 2 units. If you do, you may inflict Knockdown on all adjacent targets at the destination.

PolearmsShimmering BlightYour normal attacks hit all adjacent enemies. You may move 1 unit after the attack.

Lethal GustYour normal attacks hit all adjacent enemies. After any attack, you may immediately move 2 units to strike a single target on the same turn.

WhipsBurning WaspYour attacks hit all targets within 2 units in 180 degrees.

Coiling ViperYour attacks may hit a single target up to 3 units away. On any attack, you may pull yourselfto them.

ScythesReaping SpiralAfter the first melee attack on one enemy, following attacks against that enemy do double damage. If you killed that enemy with one of these attack, you may follow up with another attack on another enemy up to 2 units away.

Stalking FanAfter a melee attack, your next melee attack may move you 1 unit and hit surrounding targets.

Heavy BladesCleaving WhirlwindAfter the first melee attack, you spin the blade around, hitting all adjacent targets and moving 1unit. If you step 7 times, you are staggered and lose your next turn.

Rending CraneYour first attack may inflict Knockdown on adjacent enemies. If you don't, then your next attack may move you 2 units.

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Tempo RoyaleEvery melee attack may move you 1 unit and inflict Knockdown on adjacent enemies, or moveyou 2 units.

HammersShattering StormAll normal attacks gain a Tick of Damage. Any of them may also be a Slam, but two consecutive attacks may not be.

Crushing RuinAfter a melee attack, your next attack will move you 2 units and gain a Tick of Damage. The thirdis the same but also Slams.

ClawMalicious RaptorEach time you consecutively attack the same target, you build a Tick of Damage on melee attacks. These Ticks may also apply to a slam attack, but then you lose them, effectively "discharging" them. If an enemy you are buildingTicks on dies, you lose the Ticks. If you switch target, you lose the Ticks. The bonus caps at 4 Ticks.

Four RidersYou may make two normal melee attacks in a round, but after them you lose a Tick of Damagefor 2 rounds. Each time you gain a stack, you refresh the duration. At 8 stacks, you may no longer attack until the duration runs off.

Vermillion StormYour attacks hit 2 targets adjacent to you.

Sword & ShieldEleventh StormEvery second attack may either move you 2 units to an enemy and Stun them, or attack an enemy 2 units away.

Final HarbingerOn every second attack, choose two of the following:

- Move you 2 units- Damage all adjacent targets- Damage a single target at +2 Ticks

TonfaGemini CrossA second consecutive attack does double damage. A third consecutive attack moves you 2 units.

Armory

There's a lot of weapons out there. Tenno extract weapons technology from many sources: Grineer, Corpus, Infested, and Orokin, as well as some weapons of their own order. Warframes are almost entirely Tenno make.

Unless you wish to stray from the source material (again, personal choice to discuss with the group), every Tenno can equip their Warframe, one Primary Weapon, one Secondary Weapon, and one Melee Weapon.

One suggestion is to have an index card or something similar with the weapon's stats written down so that you can quickly swap themand reference them when you need.

WarframesUnder the power descriptions will list the effectsof one Tick from mods for Power Strength, Duration, Range, and Efficiency. No abilities can be reduced past 1 energy cost.

Ash Base Stats Tick Values

Health 45 4

Shield 30 3

Armor 6 1/2

Energy 15 2

Move 7 1/2

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Power 1: Shuriken Cost: 3 EnergyDeal 50 Slash Damage to 2 targets with guaranteed status proc. - Strength: ±5 damage - Duration: no effect - Range: no effect - Efficiency: ±1/5 energy cost

Power 2: Smoke Screen Cost: 4 EnergyStagger all enemies within 2 units. You are now Stealthed for up to 2 rounds. - Strength: no effect - Duration: ±1/4 round in Stealth - Range: ±1/4 unit range - Efficiency: ±1/5 energy cost

Power 3: Teleport Cost: 3 EnergyTeleport to an enemy within 6 units. The target Staggers. - Strength: no effect - Duration: no effect - Range: ±1/3 unit range - Efficiency: ±1/5 energy cost

Power 4: Blade Storm Cost: 10 EnergyChoose a target within 5 units. Then choose up to 18 enemies in a 5 unit range of the target. These enemies are Staggered for 2 rounds. You spend that duration teleporting around and dealing 200 Slash damage to 9 targets per round, with guaranteed Status proc. If all targetsdie in the first round, the duration is cut off. - Strength: ±20 damage - Duration: no effect - Range: ±1/3 unit range and radius - Efficiency: ±1/5 energy cost

Banshee Base Stats Tick Values

Health 30 3

Shield 37 4

Armor 45 4

Energy 22 2

Move 5 1/2

Power 1: