This is an old revision of the document!
That fellow LITERALLY has a bullet with my name on it.
Chekov attacks are unique in that the time between making the attack and executing it is not instantaneous. This weapon is usually flavored as requiring a variable time to “charge up” before it's ready to fire, but could also be the result of magic of some sort. In exchange for on-demand dependability, Chekov attacks don't generally use or require Supply and can provide several interesting tactical options unavailable elsewhere.
This is a weapon and subject to universal weapon rules.
Chekov | Your attacks arrive later. | |
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caret-right | Anticipation | Enhanced Escalation damage. |
caret-right | Cascade | Chain arrivals readily. |
caret-right | Chastise | Attacking invites reprisal. |
caret-right | Foreshadow | Start with three in the pipe. |
caret-right | Stand-In | Select new targets. |
Enterprises | Chekov School Shooting Range Squad |
Offense | minus-circleDelayed Attack: As an action, you may set up a Remote attack against any target you specify. This action counts as a normal attack action for purposes of double attacking or any other abilities that affect attack actions. Unlike other weapons, the attack is not resolved immediately. If it helps, write down which targets you've set up attacks on so you can remember more easily later. plus-circleHere Comes The Boom: At the beginning of each turn, roll a trigger die for every attack you've previously set up with this weapon. If the result is 9+, the attack is immediately executed as a free action. If you don't want to execute any of your set up attacks during a turn, you don't have to roll for them. plus-circleShifting Circumstance: Your attack is resolved when it arrives, not when it was set up. You roll the attack's trigger die when it happens, its damage is determined by the Escalation when it happens, and any failure chances that might apply (such as from concealment or cover) are calculated by the situation when the attack arrives, not when it is set up. minus-circleJust To Be Clear: The trigger die you roll to see if your attack arrives is separate from the trigger die you roll to resolve your attack. You don't get to keep the result from one and apply it to the other. plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Afraid, Dizzy, or Vulnerable conditions to its target. plus-circleBackstab: If you attack a target that cannot see you, you deal +2 damage. Like other attack effects, what's important is that the target cannot see you when the attack arrives, not when you set it up. plus-circleWater Capable: This weapon works just fine underwater. minus-circleLimited Range: Although you can set up an attack against any target you care to name, you can only actually execute it if your intended target is within 50 meters when the attack arrives. |
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caret-right | Alternative | plus-circleThe Pain Is Now: You can choose to have an attack arrive even if the trigger die rolled for arrival is not 9+. minus-circleAmmo Cost: Forcing an attack to arrive when it normally wouldn't requires you to spend 1 Supply or use of an Ammo Bag item. You can only cause an attack to arrive when you roll for it to happen. |
caret-right | Alternative | plus-circleLonger Range: You can attack subjects further away than 50 meters, up to a maximum of 500 meters. minus-circleAccuracy 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. |
Condition | Explanation | |
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desert-skull | Afraid | minus-circle The first action every round must be spent getting physically further away from the source of fear. If no avenues of escape are available, take actions as normal. plus-circle Second (and beyond?) actions each round are unaffected. |
ringing-bell | Dizzy | minus-circle Every time a movement action is taken, lose 1 Endurance. minus-circle Cannot dash (travel further in exchange for Endurance) during a movement action. plus-circle Movement made for free (without spending any actions) is unaffected. |
falling | Vulnerable | minus-circle All incoming weapon attacks deal +2 damage. |
Offense | plus-circleGame Over, Man, Game Over: The delayed and unpredictable nature of Chekov attacks amplify dread and desperation in their targets. For every 2 points of active Escalation when the attack arrives, it deals an additional +1 damage. This is in addition to the normal bonus to damage from Escalation that all attacks receive. | |
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Escalation | Damage |
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1 | Remote +1 |
2 | Remote +3 |
3 | Remote +4 |
4 | Remote +6 |
5 | Remote +7 |
6 | Remote +9 |
etc | etc |
Offense | plus-circleAttack Pump: One attack arriving opens the door to others, making them appear in groups more readily. Whenever one of your attacks arrive, the single next arrival check you make succeeds on a result of 5+ instead of 9+. minus-circleFast Reset: The effect of Cascade fades at the beginning of each of your turns. |
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Offense | plus-circleYou Have Been Judged, And I Am Your Punishment: When a target that you have previously set up an attack on makes an attack of their own with any weapon against any target, you may roll to make your Chekov attack arrive on them as a free action that is resolved directly after the inciting attack. plus-circleArmory of Damocles: If you have set up multiple attacks on a single subject, then you roll once for each of them every time that subject uses a weapon attack. minus-circleWheels of Vengeance: Chastise does not alter the probability of a Chekov attack arriving (9+), only gives additional opportunities for them to do so. |
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Offense | plus-circlePocket Aces: You've always got some attacks on the back burner, just waiting to be unleashed. At the beginning of each combat immediately before you take your first turn, you may set up three different Chekov attacks as free actions (including naming who their target or targets will be). These attacks have the same effects and chance to show up later as any other Chekov attack does, you just get them without having to spend any actual actions setting them up. | |
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Offense | plus-circleClose Enough: If you've set up an attack against a given target who dies or otherwise leaves combat before the attack arrives, you can shift the attack's target to any other subject within 10 meters of the original. Just declare it and it is so. | |
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Chekov 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. |
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Shooting Range | Space has been set aside for target practice with Remote weapons. Adventurers can spend a training fee of 1 Supply 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 Supply. |