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turreteer [2020/06/01 20:52]
kyle
turreteer [2020/11/19 08:54] (current)
kyle
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 ~~NOTOC~~ ~~NOTOC~~
  
-//.//+//I'm a little hungover today, so I made this machine to do the punching for me. Let me know how it goes.//
  
-.+Turreteer is a minion-wielding archetype much like [[Tamer]] or [[Overlord]]. Turrets are relatively strong and require no additional expenditure of actions to control once they're out, but are also stationary and highly attack-focused. If your turret mostly manages to avoid any wear and tear, however, you can reclaim it and get back its deployment cost. This makes this archetype more interesting to those who'd like the extra assistance in combat without straining their budget.
  
 ^[[#Turreteer]] ^^Create automatic attackers. | ^[[#Turreteer]] ^^Create automatic attackers. |
 |{{fa>caret-right?24}} |[[#Duraturret]] |Easier to reclaim. | |{{fa>caret-right?24}} |[[#Duraturret]] |Easier to reclaim. |
 |{{fa>caret-right?24}} |[[#Mechanized]] |They act at full speed. | |{{fa>caret-right?24}} |[[#Mechanized]] |They act at full speed. |
-|{{fa>caret-right?24}} |[[#Throw Turret]] |Toss them out. |+|{{fa>caret-right?24}} |[[#Systems Upgrade]] |Better striking. |
 |{{fa>caret-right?24}} |[[#Turret Catalogue]] |You've got options. | |{{fa>caret-right?24}} |[[#Turret Catalogue]] |You've got options. |
 |{{fa>caret-right?24}} |[[#Utiliturrets]] |Do things other than attack. | |{{fa>caret-right?24}} |[[#Utiliturrets]] |Do things other than attack. |
-^[[#Enterprises]] ||Turreteer School |+^^^
  
 ====== Turreteer ====== ====== Turreteer ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Sentry Device:** By spending an action, you may deploy a turret to any adjacent space. Turrets are semi-creatures that attack independently under your control. You can set up multiple turrets at a time if desired. \\ \\ {{fa>plus-circle?24&align=left}}**Turret Stats:** Every turret you deploy has the same statistics. Your turrets' level is equal to half of your own level (round fractions down), and every other time you level up your turrets do too. Just like a creature, a turret has one class/ability per level it has. You can freely give turrets levels in the Adamant and Steadfast classes, plus levels in any weapon-using class that has been unlocked in your campaign world. You also determine your turrets' combat ratings (Melee, Remote, Whelm). Your turrets are the same size category that you are. \\ \\ {{fa>minus-circle?24&align=left}}**Nonstandard Weaknesses:** Vehicles cannot take or benefit from weaknesses in order to gain free class abilities the way that creatures can. The weaknesses system simply isn't built with vehicles in mind. \\ \\ {{fa>minus-circle?24&align=left}}**Resource Leech:** If an ability used by a turret has a resource (Provisions, Supplies, Mojo) cost, it must be paid by you instead. Turrets have no resources of their own. \\ \\ {{fa>minus-circle?24&align=left}}**Restricted Actions:** Turrets can only take one action per round instead of the normal two, and the only actions they can take are weapon attack actions. Turrets can never move from the space they are deployed into under their own power by any means, but they can be picked up and carried by other creatures. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Deploying a turret always costs 1 Supplies. \\ \\ {{fa>plus-circle?24&align=left}}**Reclaim:** As an action, you can reclaim any adjacent turret that you personally deployed. Reclaiming a turret removes it from the game and refunds the 1 Supplies used to deploy it. \\ \\ {{fa>minus-circle?24&align=left}}**Worn Out:** If a turret lost 1 or more points of Energy during a conflict (due to being attacked or whatever), you cannot reclaim it. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Sentry Device:** By spending an action, you may deploy a turret to any adjacent space. Turrets are semi-creatures that attack independently under your control. You can set up multiple turrets at a time if desired. \\ \\ {{fa>plus-circle?24&align=left}}**Turret Stats:** Every turret you deploy has the same statistics. Your turrets' level is equal to half of your own level (round fractions down), and every other time you level up your turrets do too. Just like a creature, a turret has one archetype/ability per level it has. You can freely give turrets levels in the [[Adamant]] and [[Steadfast]] archetypes, plus levels in any weapon-using archetype that has been unlocked in your campaign world. You also determine your turrets' combat ratings (Melee, Remote, Whelm). Your turrets are the same size category that you are. \\ \\ {{fa>minus-circle?24&align=left}}**Nonstandard Weaknesses:** Turrets cannot take or benefit from weaknesses in order to gain free archetypes or abilities the way that creatures can. The weaknesses system simply isn't built with them in mind. \\ \\ {{fa>minus-circle?24&align=left}}**Resource Leech:** If an action made by a turret has a resource (Provisions, Supplies, Mojo) cost, it must be paid by you instead. Turrets have no resources of their own. \\ \\ {{fa>minus-circle?24&align=left}}**Restricted Actions:** Turrets can only take one action per round instead of the normal two, and the only actions they can take are weapon attack actions. Turrets can never move from the space they are deployed into under their own power by any means, but they can be picked up and carried by other creatures. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Deploying a turret always costs 1 Supplies. \\ \\ {{fa>plus-circle?24&align=left}}**Reclaim:** As an action, you can reclaim any adjacent turret that you personally deployed. Reclaiming a turret removes it from the game and refunds the 1 Supplies used to deploy it. \\ \\ {{fa>minus-circle?24&align=left}}**Worn Out:** If a turret lost 1 or more points of Energy during a conflict (due to being attacked or whatever), you cannot reclaim it. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Deep Customization:** You can give your turrets levels in any class in the game (except Turreteer, Vehiclist and anything else your referee wants to veto because it doesn't make any sense- coming up with a semi-plausible reason is key). This is most often used to give turrets enhanced attacking abilities, such as via Striker or an elemental class. \\ \\ {{fa>minus-circle?24&align=left}}**Keystone Consumption:** If you wish to give your turrets a level in any class other than Adamant, Steadfast, or weapon-using classes, you must use an appropriate keystone to do so. You only need to use one keystone to apply this benefit to all your turrets. |+|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Deep Customization:** You can give your turrets levels in any archetype in the game (except [[Turreteer]][[Vehiclist]] and anything else your referee wants to veto because it doesn't make any sense- coming up with a semi-plausible reason is key). This is most often used to give turrets enhanced attacking abilities, such as via [[Striker]] or an elemental archetype. \\ \\ {{fa>minus-circle?24&align=left}}**Keystone Consumption:** If you wish to give your turrets a level in any archetype other than [[Adamant]][[Steadfast]], or weapon-using archetypes, you must use an appropriate keystone to do so. You only need to use one keystone to apply this benefit to all your turrets. | 
 +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Long-Range Setup:** You can deploy your turrets to anywhere within throwing range (0-10 meters) instead of only into adjacent spaces. \\ \\ {{fa>minus-circle?24&align=left}}**Heavy Sonsabitches:** Throwing out a turret instead of just setting it down causes you to lose 1 Energy. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
  
-====== Throw Turret ======+====== Systems Upgrade ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Long-Range Setup:** You can deploy your turrets to anywhere within throwing range (0-10 metersinstead of only into adjacent spaces. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Target Definition:** All your turrets gain the [[Striker]] archetype for free. This does not count against their normal limit of one archetype/ability per level. \\ \\ {{fa>plus-circle?24&align=left}}**Scaling Improvement:** When you attain level 10, your turrets all gain an advanced ability from the [[Striker]] archetype of your choice. They gain an additional advanced ability per 5 levels you gain after that. | 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Bundled Munitions:** The single first time any given turret would consume a point from a resource (Provisions, Supplies, Mojothey don't and the consumption is ignored. This benefit resets at the beginning of each exploration turn. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**More Options:** Make four different turret loadouts instead of only one. All four must follow the standard rules (half your level, non-standard weaknesses, restricted free classes, etc) but can have different classes, abilities, and combat ratings as you see fit. Every time you deploy a turret, it can be any of the four types you have available that you want. \\ \\ {{fa>minus-circle?24&align=left}}**Separate Customization:** If you use a keystone to give one of your turret types a non-standard class level, it only applies to that individual turret type. If you want to give a non-standard class level to a different type of turret you'll need a new keystone, even if it's the exact same class. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**More Options:** Make four different turret loadouts instead of only one. All four must follow the standard rules (half your level, non-standard weaknesses, restricted free archetypes, etc) but can have different archetypes, abilities, and combat ratings as you see fit. Every time you deploy a turret, it can be any of the four types you have available that you want. \\ \\ {{fa>minus-circle?24&align=left}}**Separate Customization:** If you use a keystone to give one of your turret types a non-standard archetype level, it only applies to that individual turret type. If you want to give a non-standard archetype level to a different type of turret you'll need a new keystone, even if it's the exact same archetype. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Multi-Purpose:** Your turrets can take any actions they are capable of instead of being confined only to attacking- for example, a turret with a level in Healer could heal allies. Even if you have given them no other special moves via appropriate class levels, this allows your turrets to at least make grab actions and recovery actions. \\ \\ {{fa>minus-circle?24&align=left}}**Movement Still Forbidden:** Your turrets still cannot make any movement actions or make movement as part of other actions. They're stationary. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Multi-Purpose:** Your turrets can take any actions they are capable of instead of being confined only to attacking- for example, a turret with a level in [[Healer]] could heal allies. Even if you have given them no other special moves via appropriate archetype levels, this allows your turrets to at least make grab actions and recovery actions. \\ \\ {{fa>minus-circle?24&align=left}}**Movement Still Forbidden:** Your turrets still cannot make any movement actions or make movement as part of other actions. They're stationary. |
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Turreteer 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. | 
  
turreteer.1591066320.txt.gz · Last modified: 2020/06/01 20:52 by kyle