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gatling [2020/03/17 13:49]
kyle
gatling [2021/02/26 10:34] (current)
kyle
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 //Here's the basic plan: keep squeezing the trigger until the entire world before you turns to blood.// //Here's the basic plan: keep squeezing the trigger until the entire world before you turns to blood.//
  
-Gatlings are wielders of automatic shooty weapons that chew through ammunition with frightening speed, making this class drain Supplies frighteningly fast but offering equally frightening sheer destructive power to match+^{{ra>key?48|Possible Keystones}} |1. Ammunition bandolier. \\ 2. Collapsible stand. \\ 3. Statuette of ancient forge deity. \\ 4. Loyalty discount card for ammunition manufacturer. \\ 5. Recoil-dampening arm bracers. \\ 6. Playbill for an especially dramatic opera
  
 This is a weapon and subject to [[UWR|universal weapon rules]]. This is a weapon and subject to [[UWR|universal weapon rules]].
  
 ^[[#Gatling]] ^^Unleash a hail of bullets. | ^[[#Gatling]] ^^Unleash a hail of bullets. |
-|{{fa>caret-right?24}} |[[#Bullet Hose]] |Double attack cheaply. |+|{{fa>caret-right?24}} |[[#Bullet Hose]] |Double attack freely. |
 |{{fa>caret-right?24}} |[[#Cheesemaker]] |Destroy targets' cover. | |{{fa>caret-right?24}} |[[#Cheesemaker]] |Destroy targets' cover. |
-|{{fa>caret-right?24}} |[[#More Dakka]] |Chain free attacks. | 
 |{{fa>caret-right?24}} |[[#Saturation]] |Reduce failures. | |{{fa>caret-right?24}} |[[#Saturation]] |Reduce failures. |
 |{{fa>caret-right?24}} |[[#Sweep]] |Shoot everybody. | |{{fa>caret-right?24}} |[[#Sweep]] |Shoot everybody. |
-^[[#Enterprises]] ||Gatling School \\ Shooting Range \\ Squad |+|{{fa>caret-right?24}} |[[#Thunderhead]] |Escalate things. | 
 +^ ^^^
  
 ====== Gatling ====== ====== Gatling ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a Remote attack against any target within 50 meters. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Cracked, Crippled, or Dizzy conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Damage Bonus:** This weapon is overwhelmingly powerful, dealing +5 bonus damage on every attack. \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target that cannot see you, you deal +2 damage. \\ \\ {{fa>minus-circle?24&align=left}}**Spin Up:** Gatling attacks must be spun up before you can start firing with them. Spinning up the weapon takes an action. You can only use Gatling to make an attack if your last action was either spinning up the weapon or making a Gatling attack. \\ \\ {{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}}**Ammunition:** When the trigger die rolled with the attack is 1-6, the attack uses 1 point of Supplies. This weapon cannot be used if you have no Supplies remaining. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>minus-circle?24&align=left}}**Spin Up:** Gatling attacks must be spun up before you can start firing with them. Spinning up the weapon takes an action. You can only use Gatling to make an attack if your last action was either spinning up the weapon or making a Gatling attack. | 
 +^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a Remote attack against any target within 50 meters. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Cracked, Crippled, or Dizzy conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Damage Bonus:** This weapon is overwhelmingly powerful, dealing +5 bonus damage on every attack. \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target that cannot see you, you deal +2 damage. \\ \\ {{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}}**Ammunition:** When the trigger die rolled with the attack is 1-6, the attack uses 1 point of Supplies. 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 50 meters, up to a maximum of 500 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 51-100 meters, 6 for targets within 101-200 meters, and 9 for targets within 201-500 meters. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at subjects further away than 50 meters, up to a maximum of 500 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 51-100 meters, 6 for targets within 101-200 meters, and 9 for targets within 201-500 meters. |
 |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Autocannon:** You can fire the weapon as a single action without having to spin it up first. \\ \\ {{fa>minus-circle?24&align=left}}**Tripod:** Eliminating the weapon's spin-up times requires it to be mounted on an immobile tripod. The tripod requires a procedure of time to set up. You cannot move away from the tripod's location without losing its benefits. You can only have one tripod set up at a time. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Autocannon:** You can fire the weapon as a single action without having to spin it up first. \\ \\ {{fa>minus-circle?24&align=left}}**Tripod:** Eliminating the weapon's spin-up times requires it to be mounted on an immobile tripod. The tripod requires a procedure of time to set up. You cannot move away from the tripod's location without losing its benefits. You can only have one tripod set up at a time. |
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Swiss, Specifically:** If your target creature has cover from another creature, you may choose to transfer your attack to the covering creature (the trigger die result is unchanged) if the attack fails instead of just failing outright. +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Swiss, Specifically:** If your target creature has cover from another creature, you may choose to transfer your attack to the covering creature (the trigger die result is unchanged) if the attack fails instead of just failing outright. \\ \\ {{fa>plus-circle?24&align=left}}**Mr Gorbachev:** If your attack fails against a target due to cover from inanimate objects or battlefield features, then your bullets destroy the cover instead. You can freely fire at creatures that have total cover even though you have no chance to hit them; Cheesemaker will tear a new hole in their cover that you can then subsequently shoot through with later attacks. \\ \\ {{fa>minus-circle?24&align=left}}**Demolition Limits:** When you destroy cover with Cheesemaker, you can destroy an amount of it no larger than you are yourself per attack. Especially thick, durable cover (like a steel vault door, maybe?) might be destroyed significantly slower than this and require multiple attacks to get through. |
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Mr Gorbachev:** If your attack fails against a target due to cover from inanimate objects or battlefield features, then your bullets destroy the cover instead. You can freely fire at creatures that have total cover even though you have no chance to hit them; Cheesemaker will tear a new hole in their cover that you can then subsequently shoot through with later attacks. \\ \\ {{fa>minus-circle?24&align=left}}**Demolition Limits:** When you destroy cover with Cheesemaker, you can destroy an amount of it no larger than you are yourself per attack. Especially thick, durable cover (like a steel vault door, maybe?) might be destroyed significantly slower than this and require multiple attacks to get through. | +
-^ ^^^ +
- +
-====== More Dakka ====== +
- +
-^ ^^^ +
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Still Not Enuff:** Every time you make a Gatling attack, you can choose to make an additional Gatling attack for free immediately afterward. The new attack has its own trigger die roll. \\ \\ {{fa>minus-circle?24&align=left}}**Hail of Casings:** Free attacks made through More Dakka always consume Supplies regardless of the trigger die result. |+
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
  
-====== Enterprises ======+====== Thunderhead ====== 
 + 
 +^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Cue 'Ride of the Valkyries':** Immediately before attacking with this weapon, you can choose to increase the overall Escalation of the current conflict by +1 as a free action. \\ \\ {{fa>minus-circle?24&align=left}}**Limited Pumps:** Escalation can be raised via Thunderhead a maximum of twice per round, no matter how many Thunderhead users are present. | 
 +^ ^^^
  
-^Gatling School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. | 
-^Shooting Range |Space has been set aside for target practice with Remote weapons. Adventurers can spend a training fee of 1 Dosh in the establishment to temporarily increase their Remote combat skill by +1 until the end of the current session. A Shooting Range cannot be used more than once in a given session by any single adventurer. | 
-^Squad |The settlement is home to a squad of 10 soldiers focusing on this class's weapon type. A single settlement can have multiple versions of this enterprise. All 10 soldiers are level 5 and have the same abilities/statistics, determined by you. At least two of the soldier's five abilities need to be weapon abilities, and all of the soldier's abilities need to be ones personally known by the retiring adventurer who establishes the squad. Squads fight for the interests of their local settlement. If a squad is wiped out, it can be restored to fighting order by spending 5 Dosh. | 
gatling.1584474557.txt.gz · Last modified: 2020/03/17 13:49 by kyle