This is an old revision of the document!
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 target. In 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.
This is a weapon and subject to universal weapon rules.
Missileer | Self-guided projectiles. | |
---|---|---|
caret-right | Backfinder | Always backstab. |
caret-right | Beaconeer | Mark targets for later attacks. |
caret-right | Skipper | Bounce attacks from target to target. |
caret-right | Tearthrough | Kills give free attacks. |
caret-right | Twinned | Shoot two. |
Offense | plus-circleAttack: 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. minus-circleLaunch = 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. plus-circlePersistence: 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. minus-circleSingleton: 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. plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Afraid, Choking, or Crippled conditions to its target. plus-circleBackstab: 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. minus-circleAmmunition: 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. minus-circleStoppable: 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). |
|
---|---|---|
Condition | Explanation | |
---|---|---|
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. |
noose | Choking | minus-circle Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round. minus-circle Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal). |
snail | Crippled | minus-circle 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). |
Offense | plus-circleExploit 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 damage) even from the front. plus-circleScorn Shields: When you backstab a 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. |
|
---|---|---|
Offense | plus-circleBlood Trail: Every time you successfully damage a target with a Spellbolter attack they are marked in some way, making further attacks more effective. When attacking a previously-marked target, range becomes 20 instead of 5 and the attack deals +2 damage. minus-circleFading Power: When the current exploration turn ends, any marked targets lose their mark automatically. |
|
---|---|---|
caret-right | Alternative | plus-circleLonger Range: You can fire at marked subjects further away than 20 meters, up to a maximum of 200 meters. minus-circleAccuracy Drop: Shooting at very distant targets carries a 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. |
Offense | plus-circleSticky 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. plus-circleBouncing 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. minus-circleMaster's Side: Once active combat ends, the range of the weapon reverts back to being yourself instead of a previously-attacked target. |
|
---|---|---|
Offense | plus-circleYondu 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. plus-circleLiving Cloth: If the trigger die is a 12, you may immediately make another attack as a free action against any other target within range even if your attack didn't kill its original subject. |
|
---|---|---|
Offense | plus-circleTwo Targets: Double-attacking with this weapon has no Energy cost so long as both attacks are targeted at different subjects. | |
---|---|---|