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artillerist [2020/11/19 13:12]
kyle
artillerist [2021/03/05 14:35] (current)
kyle
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-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a Whelm attack against a target space plus all other spaces within 2 meters of the target. Range is 100 meters. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleeding, Dizzy, or Numb conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Extreme Damage Bonus:** This weapon is overwhelmingly powerful, dealing +10 bonus damage on every attack. \\ \\ {{fa>plus-circle?24&align=left}}**Area Weapon:** This weapon does not suffer failure chances from concealment. Failure chances from mismatched sizes between attacker and target are reduced by 12. \\ \\ {{fa>plus-circle?24&align=left}}**Destroyer:** The sheer force of the attack destroys any objects made of wood (or materials of similar durability such as plastics, plaster or fiberglass) in its target area. If this results in a large pile of debris, the target area might also become difficult terrain. \\ \\ {{fa>minus-circle?24&align=left}}**Huge:** The weapon is far too large to simply be carried around under normal circumstances, acting as a creature of size 7 (meaning it occupies a space and all other spaces within 2 meters). You can fire the weapon so long as you are physically adjacent to or sharing a space with it, but if you move away then you can't anymore. Size-based failure chances to attack with this weapon are calculated based on your size, not the artillery piece's. \\ \\ {{fa>minus-circle?24&align=left}}**Destructible:** Your artillery piece can be directly attacked, damaged, and even destroyed. Artillery pieces have 5 Flesh/Energy/Attention just like creatures, and have combat ratings (Melee/Remote/Whelm) equivalent to your own for purposes of defense. Artillery pieces cannot be repaired by any effect that does not work on creatures with the Synthetic weakness. \\ \\ {{fa>plus-circle?24&align=left}}**Constructable:** If your artillery piece is destroyed or you lack an easy means of transporting it to wherever you need it (such as a vehicle or team of assistants) you can create a new one wherever you are by assembling the key pieces. Creating a new artillery piece requires a day of work and 5 Dosh. You can only have one useable artillery piece active at a time. \\ \\ {{fa>minus-circle?24&align=left}}**Slow Reload:** Artillery takes an incredibly long time to reload. You must spend 10 actions reloading before it is ready to fire again. Allies can help you with this, even if they don't have any levels in Artillerist. In order to contribute an action towards reloading the artillery, a creature must be either adjacent to or sharing a space with it. \\ \\ {{fa>minus-circle?24&align=left}}**Inaccuracy:** Artillery are somewhat inaccurate compared to smaller, more manageable weaponry. All artillery attacks have a universal special failure chance of 3. \\ \\ {{fa>minus-circle?24&align=left}}**Misfire:** If an artillery attack fails for any reason (including the standard universal failure chance suffered by all artillery) it does not simply fizzle. The attack goes off as normal, but targets a different location than intended within 10 meters of the intended target. The referee can determine where the shot lands randomly or simply pick the least convenient place. \\ \\ {{fa>minus-circle?24&align=left}}**Loud:** Attacking with this weapon creates a loud noise that gets the attention of everything in the general area, especially when used multiple times in succession. The consequences of this will vary depending on the circumstances, but in any case makes this weapon an exceptionally poor choice for stealth. \\ \\ {{fa>minus-circle?24&align=left}}**Heavy Ammunition:** Attacking with this weapon always uses 1 point of Supplies regardless of the trigger die result. This weapon cannot be used if you have no Supplies remaining. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a Whelm attack against a target space plus all other spaces within 2 meters of the target. Range is 100 meters. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Afraid, Dizzy, or Numb conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Extreme Damage Bonus:** This weapon is overwhelmingly powerful, dealing +10 bonus damage on every attack. \\ \\ {{fa>plus-circle?24&align=left}}**Area Weapon:** This weapon does not suffer failure chances from concealment. Failure chances from mismatched sizes between attacker and target are reduced by 12. \\ \\ {{fa>plus-circle?24&align=left}}**Destroyer:** The sheer force of the attack destroys any objects made of wood (or materials of similar durability such as plastics, plaster or fiberglass) in its target area. If this results in a large pile of debris, the target area might also become difficult terrain. \\ \\ {{fa>minus-circle?24&align=left}}**Huge:** The weapon is far too large to simply be carried around under normal circumstances, acting as a creature of size 7 (meaning it occupies a space and all other spaces within 2 meters). You can fire the weapon so long as you are physically adjacent to or sharing a space with it, but if you move away then you can't anymore. Size-based failure chances to attack with this weapon are calculated based on your size, not the artillery piece's. \\ \\ {{fa>minus-circle?24&align=left}}**Destructible:** Your artillery piece can be directly attacked, damaged, and even destroyed. Artillery pieces have 5 Flesh/Energy/Attention just like creatures, and have combat ratings (Melee/Remote/Whelm) equivalent to your own for purposes of defense. Artillery pieces cannot be repaired by any effect that does not work on creatures with the Synthetic weakness. \\ \\ {{fa>plus-circle?24&align=left}}**Constructable:** If your artillery piece is destroyed or you lack an easy means of transporting it to wherever you need it (such as a vehicle or team of assistants) you can create a new one wherever you are by assembling the key pieces. Creating a new artillery piece requires a day of work and 5 Dosh. You can only have one useable artillery piece active at a time. \\ \\ {{fa>minus-circle?24&align=left}}**Slow Reload:** Artillery takes an incredibly long time to reload. You must spend 10 actions reloading before it is ready to fire again. Allies can help you with this, even if they don't have any levels in Artillerist. In order to contribute an action towards reloading the artillery, a creature must be either adjacent to or sharing a space with it. \\ \\ {{fa>minus-circle?24&align=left}}**Inaccuracy:** Artillery are somewhat inaccurate compared to smaller, more manageable weaponry. All artillery attacks have a universal special failure chance of 3. \\ \\ {{fa>minus-circle?24&align=left}}**Misfire:** If an artillery attack fails for any reason (including the standard universal failure chance suffered by all artillery) it does not simply fizzle. The attack goes off as normal, but targets a different location than intended within 10 meters of the intended target. The referee can determine where the shot lands randomly or simply pick the least convenient place. \\ \\ {{fa>minus-circle?24&align=left}}**Loud:** Attacking with this weapon creates a loud noise that gets the attention of everything in the general area, especially when used multiple times in succession. The consequences of this will vary depending on the circumstances, but in any case makes this weapon an exceptionally poor choice for stealth. \\ \\ {{fa>minus-circle?24&align=left}}**Heavy Ammunition:** Attacking with this weapon always uses 1 point of Supplies regardless of the trigger die result. This weapon cannot be used if you have no Supplies remaining. |
 |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at subjects further away than 100 meters, up to a maximum of 1000 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 101-200 meters, 6 for targets within 201-500 meters, and 9 for targets within 501-1000 meters. If an artillery attack fails, it causes a misfire as normal rather than simply wasting the effect. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at subjects further away than 100 meters, up to a maximum of 1000 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 101-200 meters, 6 for targets within 201-500 meters, and 9 for targets within 501-1000 meters. If an artillery attack fails, it causes a misfire as normal rather than simply wasting the effect. |
 ^ ^^^ ^ ^^^
artillerist.1605816727.txt.gz ยท Last modified: 2020/11/19 13:12 by kyle