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missileer [2020/11/12 09:24]
kyle
missileer [2021/03/03 08:29] (current)
kyle [Lagniappe]
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 //My knives always find their mark. What's my secret? I strap them to the backs of trained attack pigeons.// //My knives always find their mark. What's my secret? I strap them to the backs of trained attack pigeons.//
  
-A Missileer's projectiles are slow but persistent, capable of independently weaving through all sorts of obstacles in order to strike true at their intended targetIn most cases the unusual behavior of Missileer attacks mean they must be magical in nature, but it's also possible to flavor the class as specialized telekinesis or perhaps mastery over small, flying kamikaze creatures+^{{ra>key?48|Possible Keystones}} |1Remote-control airplane\\ 2. Wizard school basic primer. \\ 3. Winged monkey figurine. \\ 4. Wasp pheromones. \\ 5. Carved lodestone. \\ 6. High-end headset. |
  
 This is a weapon and subject to [[UWR|universal weapon rules]]. This is a weapon and subject to [[UWR|universal weapon rules]].
  
 ^[[#Missileer]] ^^Self-guided projectiles. | ^[[#Missileer]] ^^Self-guided projectiles. |
-|{{fa>caret-right?24}} |[[#Backfinder]] |Always backstab. | +|{{fa>caret-right?24}} |[[#Barrage]] |More missiles. | 
-|{{fa>caret-right?24}} |[[#Beaconeer]] |Mark targets for later attacks. | +|{{fa>caret-right?24}} |[[#Blitz]] |Fast and hard. | 
-|{{fa>caret-right?24}} |[[#Skipper]] |Bounce attacks from target to target. | +|{{fa>caret-right?24}} |[[#Homing]] |Improved targeting and movement. | 
-|{{fa>caret-right?24}} |[[#Tearthrough]] |Kills give free attacks. | +|{{fa>caret-right?24}} |[[#Lagniappe]] |Sometimes reuseable. | 
-|{{fa>caret-right?24}} |[[#Twinned]] |Shoot two. |+|{{fa>caret-right?24}} |[[#Override]] |Move it manually. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may create a "missile" object in any adjacent space. Your missile is under your direct control and immediately moves a number of spaces equal to the results on the trigger die. If you have your missile come in contact with a creature or object by attempting to enter their space, you immediately execute a Remote attack against that target as a free action using the same trigger die result that moved them there. \\ \\ {{fa>minus-circle?24&align=left}}**Launch = Attack:** Creating a missile counts as an attack action for all game-mechanical purposes such as double-attacking or the effects of the Nauseous condition. \\ \\ {{fa>plus-circle?24&align=left}}**Persistence:** Missiles used to attack a target are instantly destroyed, while missiles that aren't remain wherever you last left them. At the beginning of each turn in which you have an active missile, you can roll a new trigger die for it and move it up to that number of spaces as a free action. A missile's attack always uses the same trigger die result as its current round's movement die, and calculates its damage using the Escalation during the round in which it actually hit rather than the round in which it was created. \\ \\ {{fa>plus-circle?24&align=left}}**Singleton:** You cannot have more than one active missile at a time. If you create a new missile while you still have one active, your active missile is harmlessly destroyed. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Afraid, Choking, or Crippled conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target with your missile that cannot see it, you deal +2 damage. Note that you can freely have your missile move past a target that's facing you and then turn around to strike them from behind if you've got enough movement to spare. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** When the trigger die rolled with the initial creation of the missile attack is 1-3, mark off 1 Supplies. You cannot create new missiles if you have no Supplies remaining. Trigger dice rolled to keep a previously-created missile flying do not incur any Supplies cost regardless of their result. \\ \\ {{fa>minus-circle?24&align=left}}**Stoppable:** Your missiles can be independently targeted by attacks from enemies. If your missile takes any amount of damage, it is immediately destroyed without any further benefit or use to you. Missiles fly and are immune to ground-based attack forms (such as those from the [[Caltropper]] and [[Earthshaker]] classes). A missile counts as a creature two sizes smaller than you are for purposes of incoming attack failure chance while still striking as a creature of your own size for purposes of outgoing attack failure chance (for example, if you are a size 5 humanoid then your missiles act as size 3 for purposes of what can hit them but size 5 for purposes of what they can hit). |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may create a "missile" object in any adjacent space. Your missile is under your direct control and immediately moves a number of spaces equal to the results on the trigger die. If you have your missile come in contact with a creature or object by attempting to enter their space, you immediately execute a Remote attack against that target as a free action using the same trigger die result that moved them there. \\ \\ {{fa>minus-circle?24&align=left}}**Launch = Attack:** Creating a missile counts as an attack action for all game-mechanical purposes such as double-attacking or the effects of the Nauseous condition. \\ \\ {{fa>plus-circle?24&align=left}}**Persistence:** Missiles used to attack a target are instantly destroyed, while missiles that aren't remain wherever you last left them. At the beginning of each turn in which you have an active missile, you can roll a new trigger die for it and move it up to that number of spaces as a free action. A missile's attack always uses the same trigger die result as its current round's movement die, and calculates its damage using the Escalation during the round in which it actually hit rather than the round in which it was created. \\ \\ {{fa>minus-circle?24&align=left}}**Singleton:** You cannot have more than one active missile at a time. If you create a new missile while you still have one active, your active missile is harmlessly destroyed. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Afraid, Choking, or Crippled conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target with your missile that cannot see it, you deal +2 damage. Note that you can freely have your missile move past a target that's facing you and then turn around to strike them from behind if you've got enough movement to spare. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** When the trigger die rolled with the initial creation of the missile attack is 1-3, mark off 1 Supplies. You cannot create new missiles if you have no Supplies remaining. Trigger dice rolled to keep a previously-created missile flying do not incur any Supplies cost regardless of their result. \\ \\ {{fa>minus-circle?24&align=left}}**Stoppable:** Your missiles can be independently targeted by attacks from enemies. If your missile takes any amount of damage, it is immediately destroyed without any further benefit or use to you. Missiles fly and are immune to ground-based attack forms (such as those from the [[Caltropper]] and [[Earthshaker]] archetypes). A missile counts as a creature two sizes smaller than you are for purposes of incoming attack failure chance while still striking as a creature of your own size for purposes of outgoing attack failure chance (for example, if you are a size 5 humanoid then your missiles act as size 3 for purposes of what can hit them but size 5 for purposes of what they can hit). |
 ^ ^^^ ^ ^^^
  
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 |{{ra>snail?32&align=left}} ^Crippled |{{fa>minus-circle?18&align=left}} The maximum distances of all movement and abilities that grant movement are reduced by one step on the standard distance scale (10 -> 5 -> 2 -> 1 -> 0). | |{{ra>snail?32&align=left}} ^Crippled |{{fa>minus-circle?18&align=left}} The maximum distances of all movement and abilities that grant movement are reduced by one step on the standard distance scale (10 -> 5 -> 2 -> 1 -> 0). |
  
- +====== Barrage ======
-====== Backfinder ======+
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Exploit Blindspot:** So long as there is an open route for you to send a missile at a target's back, your attacks always count as backstabs (+2 damageeven from the front. \\ \\ {{fa>plus-circle?24&align=left}}**Scorn Shields:** When you backstab target from the front using this ability, you also ignore the target's shield (from the Shieldbearer class)if any. Shieldbearers that take the option to completely turtle up and defend against attacks from all directions can still protect themselves from Spellbolter strikes as normal. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Two In the Pipe:** You can freely create another missile while you've already got one in the air. Every time you move your missile at the beginning of your turn (or as an action if you also have the Override ability), you move all extant missiles independently but roll separate trigger dice for each. | 
 +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Macross:** You may have up to five missiles in the air at once. \\ \\ {{fa>minus-circle?24&align=left}}**Increased Costs:** When creating missile while you already have two or more activeSupplies are consumed on an initial trigger die roll of 1-6 instead of the normal 1-3. |
 ^ ^^^ ^ ^^^
  
-====== Beaconeer ======+====== Blitz ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Blood Trail:** Every time you successfully damage a target with a Spellbolter attack they are marked in some way, making further attacks more effectiveWhen attacking a previously-marked target, range becomes 20 instead of 5 and the attack deals +2 damage. \\ \\ {{fa>minus-circle?24&align=left}}**Fading Power:** When the current exploration turn endsany marked targets lose their mark automatically. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Don't Stop Me Now:** Your missiles are noticeably more durable than normalWhenever your missiles would take an amount of damage equal to or less than your Remote combat ratingthey ignore it completely and are neither destroyed nor even hindered. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at marked subjects further away than 20 metersup to maximum of 200 meters\\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Shooting at very distant targets carries failure chance. Failure chance is 3 for targets within 21-50 meters, 6 for targets within 51-100 meters, and 9 for targets within 101-200 meters. |+^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Fire Everything:** When the trigger die rolled when initially creating a missile is 10+then doing so retroactively becomes free actionYou have to have at least one action remaining during turn in order to create a missile as normal. |
 ^ ^^^ ^ ^^^
  
-====== Skipper ======+====== Homing ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Sticky Bolt:** When you attack with your projectile, you can choose to keep it hovering near its target instead of being destroyed or immediately flying back to your side. On your next attack, you may freely re-attack the same target even if they've since moved out of your normal range\\ \\ {{fa>plus-circle?24&align=left}}**Bouncing Viper:** You may also use your previous target as a springboard to attack other nearby targets. Range and cover are calculated from your last target's position, not from your own position. \\ \\ {{fa>minus-circle?24&align=left}}**Master's Side:** Once active combat ends, the range of the weapon reverts back to being yourself instead of a previously-attacked target. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Energy Signature Lock-On:** Attacks with this weapon ignore both partial and total concealment
 +^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Acceleration:** The current Escalation is added to the movement distance allotment of your missiles |
 ^ ^^^ ^ ^^^
  
-====== Tearthrough ======+====== Lagniappe ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Yondu Style:** If you kill a creature with your attack, you may immediately make another attack as a free action against any other target within range. There is no limit to how many times you can do this per round. \\ \\ {{fa>plus-circle?24&align=left}}**Living Cloth:** If the trigger die is a 12, you may immediately make another attack as free action against any other target within range even if your attack didn't kill its original subject. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Near Miss:** When an attack with your missile fails against its target for any reason, it is deflected or misses instead of being destroyed. If it hasn't used up all of its movement allotment for the round, you can have it continue moving. Missiles that fail to strike a target cannot be used to attack again until the next round. \\ \\ {{fa>plus-circle?24&align=left}}**Tearthrough:** When an attack with this weapon kills a target, the missile is not destroyed and can continue to be used. This can happen multiple times per round if enemy targets are both closely-spaced and weak enough.|
 ^ ^^^ ^ ^^^
  
-====== Twinned ======+====== Override ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Two Targets:** Double-attacking with this weapon has no Energy cost so long as both attacks are targeted at different subjects.|+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Assuming Manual Control:** You can use an action to roll a trigger die and move your missile that many meters further. This can be used to greatly accelerate the speed at which your attack catches its target without having to wait until your next turn. \\ \\  {{fa>plus-circle?24&align=left}}**Easy Rider:** Spending an action to move your missile might result in an attack happening, but it does not itself count as an attack action for purposes of calculating double-attacks, the Nauseous condition, provoking counterattacks, or any other game mechanical effect. | 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Scouting Overlay:** You can see the world from the perspective of any of your missiles that are currently within 50 meters of your location in addition to seeing things from your normal perspective. |
 ^ ^^^ ^ ^^^
  
missileer.1605198251.txt.gz · Last modified: 2020/11/12 09:24 by kyle