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artillerist

Well, you've really outdone yourself this time, you crazy bastard. This is going to be like swatting a fly with an anvil. I'm so proud of you.

Artillerists are users of the most powerful archetype of weapons in the game: the kind that are really meant for sieges rather than the skirmishes that adventurers usually find themselves in. If you love absolutely obliterating both your foes and your wallet simultaneously, look no further. This might mean a trebuchet or similar device based on Newtonian physics with just the base archetype, but its upgrade abilities often push this archetype squarely into gunpowder territory (or maybe magical enhancement of some kind).

This is a weapon and subject to universal weapon rules.

Artillerist Construct and fire artillery.
caret-right Automation Reload faster and fire remotely.
caret-right Big Bertha Overwhelming damage.
caret-right Miniaturization Improve portability.
caret-right Payload Bigger and further.
caret-right Siege Engineer Fewer and gentler misfires.

Artillerist

Offense plus-circleAttack: 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.

plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Afraid, Dizzy, or Numb conditions to its target.

plus-circleExtreme Damage Bonus: This weapon is overwhelmingly powerful, dealing +10 bonus damage on every attack.

plus-circleArea Weapon: This weapon does not suffer failure chances from concealment. Failure chances from mismatched sizes between attacker and target are reduced by 12.

plus-circleDestroyer: 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.

minus-circleHuge: 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.

minus-circleDestructible: 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.

plus-circleConstructable: 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.

minus-circleSlow 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.

minus-circleInaccuracy: Artillery are somewhat inaccurate compared to smaller, more manageable weaponry. All artillery attacks have a universal special failure chance of 3.

minus-circleMisfire: 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.

minus-circleLoud: 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.

minus-circleHeavy 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.
caret-right Alternative plus-circleLonger Range: You can fire at subjects further away than 100 meters, up to a maximum of 1000 meters.

minus-circleAccuracy 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.
Condition Explanation
cut-palm Bleeding minus-circle 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 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result.
ringing-bell Dizzy minus-circle Every time a movement action is taken, lose 1 Energy.

minus-circle Cannot dash (travel further in exchange for Energy) during a movement action.

plus-circle Movement made for free (without spending any actions) is unaffected.
aura Numb minus-circle Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level.

Automation

Offense plus-circleSelf-Reloading: Each round at the beginning of your turn, the artillery automatically reduces the remaining number of actions required to reload it by 2. You or other adjacent creatures can speed this along the normal way by spending actions of your own, but the artillery can completely reload itself given time.
caret-right Alternative plus-circleOverdrive: You can choose to instantly reduce the number of actions required to reload your artillery by 10 as a free action during your turn.

minus-circleSupplies: Reloading your artillery piece instantly costs 1 Supplies.
Utility plus-circleRemote Strike: You can aim and fire your artillery piece without having to actually be anywhere near it and may do so from anywhere with the press of a button (so long as the artillery piece is loaded and prepped for firing). Range and obstacles are calculated from the artillery piece's actual location, not from your location.

Big Bertha

Offense plus-circleOverwhelming Force: You know the secrets of creating and operating unusually large artillery pieces. Such enormous ordinance deals astonishing amounts of damage per shot (making Big Bertha artillery the uncontestedly most powerful weapons in the entire game, potentially capable of obliterating even gods in a single shot) but also come at a greater cost in Supplies per shot, reload time, and construction price. See the chart below for details.
Size Damage Ammo Cost Reload Actions Construction Price
7 +10 1/shot 10 5
8 +15 2/shot 20 10
9 +20 3/shot 30 20
10 +25 4/shot 40 50
11 +30 5/shot 50 100

Miniaturization

Utility plus-circleSmaller Package: Your artillery piece is only size 6 instead of size 7, making it much more portable. Big Bertha artillery pieces are one size smaller than their listed size.
Utility plus-circleParts Kit: It is much cheaper and easier to construct your artillery piece on demand. Constructing a new artillery piece can be done as a single procedure instead of taking a whole day, and the Dosh cost of doing so is reduced from 5 to 2. Big Bertha artillery pieces are treated as being one size smaller than their listed size for purposes of how much Dosh is required to construct them.
Utility plus-circleBazooka: You can further miniaturize the power of your artillery into a hand-portable form, allowing for the use of artillery strikes on demand without any need to deal with a giant, heavy piece of equipment at all.

plus-circleIntegrated Ammo: Firing a bazooka does not cost any Supplies.

minus-circleInventory Item: Bazookas take up an inventory slot for whoever is carrying them. Only you can actually fire your bazookas, though.

minus-circleJust Once: A bazooka can be fired only once, then is discarded. Firing multiple bazooka rounds requires you to carry multiple bazooka items.

minus-circlePricey: Creating a bazooka item takes a day's worth of work and 5 Dosh.

doubledSolve For Mr. X: If you also know the Big Bertha ability, you can make Big Bertha bazookas. Big Bertha bazookas cost an amount of Dosh to create equal to their normal creation costs without the discount you get from knowing this ability (so bazookas that hit like a size 8 cost 10 Dosh to create, ones that hit like a size 9 cost 20 Dosh, and so on).

Payload

Offense plus-circleRockets: The effective range of your artillery is increased to 500 meters instead of 100.

minus-circleWild Shot: Potential misfire distance when firing at a target more than 100 meters away increases from 10 meters to 50.
caret-right Alternative plus-circleLonger Range: You can fire at subjects further away than 500 meters, up to a maximum of 5 kilometers.

minus-circleAccuracy Drop: Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 501-1000 meters, 6 for targets within 1001-2000 meters, and 9 for targets within 2001-5000 meters. If an artillery attack fails, it causes a misfire as normal rather than simply wasting the effect.
Offense plus-circleShells: The attack strikes the target space and every other space within 5 meters instead of only within 2 meters.
Offense plus-circleMega Destroyer: The sheer force of the attack destroys any objects made of stone (or materials of similar durability such as concrete) in its target area. Solid metal objects and structures are also damaged at the referee's discretion. If this results in a large pile of debris, the target area might also become difficult terrain.

Siege Engineer

Offense plus-circleRead The Wind: You no longer suffer the normal failure chance of 3 when firing artillery. You're just that good.

plus-circleMisfire Protection: If your artillery attack fails for any reason (such as firing outside of your normal range) you can choose where it misfires to instead of having to suffer the whims of the referee. Your selected misfire location must be within 10 meters of your original location and cannot overlap it at all.
artillerist.txt · Last modified: 2021/03/05 14:35 by kyle