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Turreteer | Create automatic attackers. | |
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caret-right | Expertise | Get advanced abilities. |
Enterprises | Turreteer School |
Offense | plus-circlePain Comes in Many Flavors: As an action, you can pull out any weapon you want from the many, many choices you always have on your person. This allows you to temporarily equip any weapon-using class in the game until the end of the current exploration turn. minus-circleLimits: You may only use Arsenal to temporarily learn/equip weapon-using classes that have been unlocked for general use in your campaign world. You may only equip a class's root ability, not any of its advanced abilities. minus-circleSupplies: Roll a trigger die when pulling out a new temporary weapon. If the result is 1-6, then doing so costs 1 Supplies. You cannot do this if you have no Supplies remaining. |
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Utility | plus-circleThe Highwayman: You are an expert in dual-wielding mismatched weaponry. When you double attack during a round, you can ignore the normal Energy cost of doing so if your second attack was of a different type (Melee, Remote, Whelm) than your first. | |
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Turreteer 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 Dosh each. |
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