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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-circleRadio Coordinates: As an action, you may mark any target space within 50 meters. plus-circleDelayed Strike: At the beginning of your next turn after marking a space, you make a Whelm attack as a free action against that space and all other spaces within 5 meters of it. plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Cracked, Crippled, or Sore conditions to its target. 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-circleSkyfaller: Because this weapon's attacks come from above, it ignores cover from objects between you and the targeted destination. minus-circleUmbrella: Any creatures with a roof over their heads are immune to this weapon's attacks. Only targets with nothing above them but sky are vulnerable to sky-deployed weaponry. 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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cracked-helm | Cracked | minus-circle Maximum Flesh is reduced to 4. Lose any excess Flesh when gaining the condition. Regain any Flesh lost to the condition when it is removed. When inflicted by a weapon attack, Cracked is applied to the subject immediately after damage is dealt. |
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). |
player-pain | Sore | minus-circle Do not automatically regain lost Attention at the beginning of each round. |
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. |