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At first they weren't very impressed when I told them I was going to defend their village with just my sword, but then I explained that I meant my Swift Weaponized Orbital Reconnaissance and Deployment system.
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This is a weapon and subject to universal weapon rules.
Rainmaker | Death from above. | |
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caret-right | Automation | Reload faster and fire remotely. |
Enterprises | Demolition Ground Rainmaker School Squad |
Offense | plus-circleLay Down a Beacon: As an action, you may mark any target space within 50 meters. At the beginning of your next turn, you make a Whelm attack as a free action against the targeted space and all other spaces within 5 meters of it. 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 Bleeding, 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. Stone 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. minus-circleHuge: The weapon is far too large to simply be carried around under normal circumstances, acting as a creature two sizes larger than its wielder. (If you are roughly human-sized, this means your artillery pieces are size 7 and occupy 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. plus-circleConstructable: If you lack an easy means of transporting your artillery 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 an artillery piece requires a few hours of work and 5 Supply/uses of a Tool Box item. 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 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 Supply or one use of an Ammo Bag item regardless of the trigger die result. This weapon cannot be used if you have no Supply/Ammo Bag uses remaining. |
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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 | |
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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. |
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. | |
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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-circleSupply-Driven: Reloading your artillery piece instantly costs 1 Supply or use of a Tool Box item. |
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. | |
Demolition Ground | Space has been set aside for properly testing large munitions. Adventurers can spend a training fee of 1 Supply in the establishment to temporarily increase their Whelm combat skill by +1 until the end of the current session. A Demolition Ground cannot be used more than once in a given session by any single adventurer. |
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Rainmaker 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. |
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. |