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grenadier [2019/06/14 14:29]
kyle
grenadier [2021/03/12 13:45] (current)
kyle
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 A Grenadier is a straightforward thrower of explosive ordinance. Explosives are a powerful but somewhat expensive and unpredictable weapon; nothing quite decimates an enemy formation like a well-placed one but you'll want to be well clear of the blast zone when it happens. A Grenadier is a straightforward thrower of explosive ordinance. Explosives are a powerful but somewhat expensive and unpredictable weapon; nothing quite decimates an enemy formation like a well-placed one but you'll want to be well clear of the blast zone when it happens.
  
-^[[#Grenadier]] ^^Area Weapon. Throw bombs. | +This is a weapon and subject to [[UWR|universal weapon rules]]. 
-|{{fa>caret-right?24}} |[[#Blastwave]] |Knock targets about. |+ 
 +^[[#Grenadier]] ^^Throw bombs. | 
 +|{{fa>caret-right?24}} |[[#Afterblast]] |Explode twice. |
 |{{fa>caret-right?24}} |[[#Bomb Voyage]] |Surprise explosions. | |{{fa>caret-right?24}} |[[#Bomb Voyage]] |Surprise explosions. |
 |{{fa>caret-right?24}} |[[#Debris]] |Tear up the landscape. | |{{fa>caret-right?24}} |[[#Debris]] |Tear up the landscape. |
 |{{fa>caret-right?24}} |[[#Delayed]] |Deal more damage after a short delay. | |{{fa>caret-right?24}} |[[#Delayed]] |Deal more damage after a short delay. |
 |{{fa>caret-right?24}} |[[#Expansion]] |Affect a larger area and control it closely. | |{{fa>caret-right?24}} |[[#Expansion]] |Affect a larger area and control it closely. |
-^[[#Enterprises]] ||Grenadier School \\ Grenadier Squad |+^^^
  
 ====== Grenadier ====== ====== Grenadier ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make an area attack against any target(s) within a set distance from a space of your choice in throwing range (0-10 meters). \\ \\ {{fa>plus-circle?24&align=left}}**Damage Bonus:** This weapon is exceptionally powerful, dealing +2 bonus damage on every attack. \\ \\ {{fa>plus-circle?24&align=left}}**Enhanced Criticals:** The attack critically hits (doubling Escalation bonus to damage and inflicting the Bleeding condition) when its associated trigger die is 10+. \\ \\ {{fa>plus-circle?24&align=left}}**Area Weapon:** This weapon does not suffer failure chances from concealment and failure chances from mismatched sizes between attacker and target are reduced by 12. \\ \\ {{fa>minus-circle?24&align=left}}**Variable AoE:** The exact size of the explosion varies depending on the trigger die: \\ - If the result is 1-4, the attack damages the target space and all adjacent spaces. \\ - If the result is 5-8, the attack damages the target space and all spaces within 2 meters. \\ - If the result is 9-12, the attack damages the target space and all spaces within 5 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Constrained:** The attack's effect emanates outwards from its center point. Walls and solid barriers can prevent its spread and protect things behind them. Creatures do not constrain the effect's spread.\\ \\ {{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}}**Water Blocked:** This weapon cannot be used effectively at all while underwater or against targets that are underwater. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** When the trigger die rolled with the attack is 1-6, the attack uses point of Supply or one use of an Ammo Bag item. This weapon cannot be used if you have no Supply/Ammo Bag uses remaining. \\ \\ {{ra>doubled?24&align=left}}**Thrown Effect:** As a thrown effect, this ability can be used to synergize with throwing-specific abilities such as the Sprinter's Running Drop or the Archer's Trick Arrow. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a Whelm attack against any target(s) within a set distance from a space of your choice in throwing range (0-10 meters). \\ \\ {{fa>plus-circle?24&align=left}}**Damage Bonus:** This weapon is exceptionally powerful, dealing +2 bonus damage on every attack. \\ \\ {{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}}**Area Weapon:** This weapon does not suffer failure chances from concealment and failure chances from mismatched sizes between attacker and target are reduced by 12. \\ \\ {{fa>minus-circle?24&align=left}}**Variable AoE:** The exact size of the explosion varies depending on the trigger die: \\ - If the result is 1-4, the attack damages the target space and all adjacent spaces. \\ - If the result is 5-8, the attack damages the target space and all spaces within 2 meters. \\ - If the result is 9-12, the attack damages the target space and all spaces within 5 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Constrained:** The attack's effect emanates outwards from its center point. Walls and solid barriers can prevent its spread and protect things behind them. Creatures do not constrain the effect's spread. \\ \\ {{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, mark off Supplies. This weapon cannot be used if you have no Supplies remaining. |
 ^ ^^^ ^ ^^^
  
-|{{ra>help?24|Help}} |**Bleeding** creatures are quickly losing their precious bodily fluids. | +^Condition ^^Explanation ^ 
-|::: |{{fa>minus-circle?18&align=left}} Lose 1 Endurance at the end of each turn (unless recovery is successful)If no Endurance remains, lose Vitality instead. |+|{{ra>cut-palm?32&align=left}} ^Bleeding |{{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8Rolling to remove as an action during the round does not cause damage regardless of trigger die result. | 
 +|{{ra>ringing-bell?32&align=left}} ^Dizzy |{{fa>minus-circle?18&align=left}} Every time a movement action is taken, lose 1 Energy. \\ \\ {{fa>minus-circle?18&align=left}} Cannot dash (travel further in exchange for Energy) during a movement action. \\ \\ {{fa>plus-circle?18&align=left}} Movement made for free (without spending any actions) is unaffected. | 
 +|{{ra>aura?32&align=left}} ^Numb |{{fa>minus-circle?18&align=left}} Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level. |
  
-====== Blastwave ======+====== Afterblast ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Send Flying:** Creatures that were caught in the explosion are physically moved 2 meters directly away from the epicenterCreatures precisely in the epicenter are instead moved directly away from you. \\ \\ {{fa>minus-circle?24&align=left}}**Huge Exemption:** Exceptionally large creatures that occupy multiple spaces are immune to this effect unless every space they occupy was affected. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Cluster Bomb:** Your grenades pack in extra ordinance that explodes in stagesAs a free action at the beginning of your next turn after attacking, you automatically attack the same location again with another Grenadier attackRoll a new trigger die for this secondary burst; it never consumes Supplies but has a special failure chance of 6. |
-^ ^^^ +
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Destabilize:** When the trigger die is 10+, all creatures moved by the blast also gain the Prone condition. | +
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Come On And Slam:** You can choose to inflict Prone on all moved targets regardless of the trigger die result. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Every time you knock down targets that weren't normally going to be, you must spend 1 Supply/Ammo Bag use. |+
 ^ ^^^ ^ ^^^
- 
-|{{ra>help?24|Help}} |**Prone** creatures are lying on the ground or otherwise very off-balance. | 
-|::: |{{fa>minus-circle?18&align=left}} Impairment to all movement. \\ \\ {{fa>minus-circle?18&align=left}} Incoming melee attacks deal +2 damage. \\ \\ {{fa>plus-circle?18&align=left}} Incoming projectile attacks have a failure chance of 3. | 
  
 ====== Bomb Voyage ====== ====== Bomb Voyage ======
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 ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Depth Charge:** The weapon can be used while in water or against a subject that is in water. | ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Depth Charge:** The weapon can be used while in water or against a subject that is in water. |
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Landmine:** You can set explosives to blow up when triggered instead of immediately. Setting up a mine requires an action, and mines can be thrown just like regular explosives can. A mine occupies a space. If a creature walks (or is otherwise moved, voluntarily or not) over one of your mines, it immediately explodes. \\ \\ {{fa>plus-circle?24&align=left}}**Cheap And Pre-Paid:** Roll a trigger die when you set a mine- if the result is 1-3, setting the mine cost one Supply/Ammo Bag use. You cannot set mines if you have no Supply/Ammo Bag uses remaining. When the mine is set off, you roll another trigger die as normal but never have to spend additional Supply/Ammo Bag uses from the actual attack roll. \\ \\ {{fa>plus-circle?24&align=left}}**Remote Detonator:** You can set off all your planted mines at once by spending an action.  |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Landmine:** You can set explosives to blow up when triggered instead of immediately. Setting up a mine requires an action, and mines can be thrown just like regular explosives can. A mine occupies a space. If a creature walks (or is otherwise moved, voluntarily or not) over one of your mines, it immediately explodes. \\ \\ {{fa>plus-circle?24&align=left}}**Cheap And Pre-Paid:** Roll a trigger die when you set a mine- if the result is 1-3, setting the mine cost one Supplies. You cannot set mines if you have no Supplies remaining. When the mine is set off, you roll another trigger die as normal but never have to spend additional Supplies from the actual attack roll. \\ \\ {{fa>plus-circle?24&align=left}}**Remote Detonator:** You can set off all your planted mines at once by spending an action.  |
 |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Hidden:** You can hide your mines when you set them. Hidden mines are invisible to anyone who didn't actually see you set them. Creatures can automatically discover any mines or other hidden features in the environment, but doing so requires a search procedure. \\ \\ {{fa>minus-circle?24&align=left}}**Slower Setup:** Setting up a hidden mine requires two actions instead of one, and can only be done on an adjacent space. Anybody who sees you set the mine knows that it's there. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Hidden:** You can hide your mines when you set them. Hidden mines are invisible to anyone who didn't actually see you set them. Creatures can automatically discover any mines or other hidden features in the environment, but doing so requires a search procedure. \\ \\ {{fa>minus-circle?24&align=left}}**Slower Setup:** Setting up a hidden mine requires two actions instead of one, and can only be done on an adjacent space. Anybody who sees you set the mine knows that it's there. |
 ^ ^^^ ^ ^^^
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 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Destroyer:** The explosion destroys any objects made of wood (or materials of similar durability such as plastics, plaster or fiberglass) in its target area. \\ \\ {{fa>plus-circle?24&align=left}}**Optional:** If you don't wish to use this feature with a given attack, you are not obligated to. | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Destroyer:** The explosion destroys any objects made of wood (or materials of similar durability such as plastics, plaster or fiberglass) in its target area. \\ \\ {{fa>plus-circle?24&align=left}}**Optional:** If you don't wish to use this feature with a given attack, you are not obligated to. |
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Messmaker:** Every space affected by the blast becomes difficult terrain (like sticky mud, deep snow, shifting sands, or similar) until the end of the current exploration turn. Creatures take an impairment when moving through difficult terrain and all attacks against a creature in difficult terrain deal +2 damage. \\ \\ {{fa>plus-circle?24&align=left}}**Optional:** If you don't wish to use this feature with a given attack, you are not obligated to.|+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Messmaker:** Every space affected by the blast becomes difficult terrain (like sticky mud, deep snow, shifting sands, or similar) until the end of the current exploration turn. Creatures take an impairment when moving through difficult terrain and all attacks against a creature in difficult terrain deal +2 damage. \\ \\ {{fa>plus-circle?24&align=left}}**Optional:** If you don't wish to use this feature with a given attack, you are not obligated to. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**3… 2… 1…:** When you use the attack, you can choose to set it to explode after a short delay of 1, 2 or 5 rounds instead of immediately. The explosion happens at the beginning of your turn after the specified number of rounds has elapsed. Explosives that have not yet gone off advertise their danger in an obvious manner (blinking lights, beeping noises, etc). \\ \\ {{fa>plus-circle?24&align=left}} **Enhanced Effect:** The explosive deals bonus damage based on the selected delay: +damage for one round, +10 damage for two rounds, and +20 for five rounds. This is in addition to the +2 bonus damage that the weapon always deals anyway. \\ \\ {{fa>plus-circle?24&align=left}}**Hot Potato:** Unexploded bombs can be picked up and tossed to a new location. Every time somebody picks up an unexploded bomb, they must roll a trigger die; if the result is 1-4, then the bomb goes off prematurely in their hand (dealing all bonus damage as if it had waited for its full chosen delay). |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**3… 2… 1…:** When you use the attack, you can choose to set it to explode after a short delay of 1, 2 or 5 rounds instead of immediately. The explosion happens at the beginning of your turn after the specified number of rounds has elapsed. Explosives that have not yet gone off advertise their danger in an obvious manner (blinking lights, beeping noises, etc). \\ \\ {{fa>plus-circle?24&align=left}} **Enhanced Effect:** The explosive deals bonus damage based on the selected delay: +damage for one round, +damage for two rounds, and +10 for five rounds. This is in addition to the +2 bonus damage that the weapon always deals anyway. \\ \\ {{fa>plus-circle?24&align=left}}**Hot Potato:** Unexploded bombs can be picked up and tossed to a new location. Every time somebody picks up an unexploded bomb, they must roll a trigger die; if the result is 1-4, then the bomb goes off prematurely in their hand (dealing all bonus damage as if it had waited for its full chosen delay). |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
 ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Bigger Blast:** The blast affects the target space and all adjacent spaces when the trigger die is 1-3, within 2 meters when the trigger die is 4-6, within 5 meters when the trigger die is 7-9, and within 10 meters when the trigger die is 10-12. | ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Bigger Blast:** The blast affects the target space and all adjacent spaces when the trigger die is 1-3, within 2 meters when the trigger die is 4-6, within 5 meters when the trigger die is 7-9, and within 10 meters when the trigger die is 10-12. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Pinpoint Zone:** Instead of leaving it up to the whims of the trigger die, you can choose the exact size of the blast zone from all the potential outcomes. \\ \\ {{fa>minus-circle?24&align=left}}**Pre-Calls Only:** You must declare the blast size you want before you roll the trigger die. Once the die is down, you have to simply take what it gave you. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Every time you decide the exact blast size you want, you must spend Supply/Ammo Bag use. |+|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Pinpoint Zone:** Instead of leaving it up to the whims of the trigger die, you can choose the exact size of the blast zone from all the potential outcomes. \\ \\ {{fa>minus-circle?24&align=left}}**Pre-Calls Only:** You must declare the blast size you want before you roll the trigger die. Once the die is down, you have to simply take what it gave you. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Every time you decide the exact blast size you want, the attack costs Supplies regardless of the trigger die result. |
 ^ ^^^ ^ ^^^
  
-====== Enterprises ====== 
- 
-^Grenadier 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 Supply each. | 
-^Grenadier 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. Two of the soldier's five abilities need to be from this class, 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 Supply. | 
grenadier.1560544190.txt.gz · Last modified: 2019/06/14 14:29 by kyle