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turreteer

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  • make a turret! costs 1 supplies and an action to set up, same one every time, half your level, can't move, can make no actions except 1 attack/round, lasts until end of session, consumes your own resources to fuel its abilities, can't change facing, can reclaim a turret that never lost any Energy to regain spent Supplies used to deploy it
    • utiliturrets: can make any actions you want (even if no other abilities, this at least lets it grab and recover)
    • mechanized: can take two actions/turn just like a normal creature can, can change facing at beginning of turn as free action
    • duraturret: can reclaim any turret that never lost any Flesh instead of Energy
    • turret catalogue: you have four types, pick which every time
    • throw turret: deploy within throwing range

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Turreteer Create automatic attackers.
caret-right Duraturret Easier to reclaim.
caret-right Mechanized They act at full speed.
caret-right Throw Turret Toss them out.
caret-right Utiliturrets Do things other than attack.
Enterprises Turreteer School

Turreteer

Offense plus-circleSentry Device: By spending an action, you may deploy a turret to any adjacent space. Turrets are semi-creatures that attack independently under your control. You can set up multiple turrets at a time if desired.

plus-circleTurret Stats: Every turret you deploy has the same statistics. Your turrets' level is equal to half of your own level (round fractions down), and every other time you level up your turrets do too. Just like a creature, a turret has one class/ability per level it has. You can freely give turrets levels in the Adamant and Steadfast classes, plus levels in any weapon-using class that has been unlocked in your campaign world. You also determine your turrets' combat ratings (Melee, Remote, Whelm). Your turrets are the same size category that you are.

minus-circleNonstandard Weaknesses: Vehicles cannot take or benefit from weaknesses in order to gain free class abilities the way that creatures can. The weaknesses system simply isn't built with vehicles in mind.

minus-circleResource Leech: If an ability used by a turret has a resource (Provisions, Supplies, Mojo) cost, it must be paid by you instead. Turrets have no resources of their own.

minus-circleRestricted Actions: Turrets can only take one action per round instead of the normal two, and the only actions they can take are weapon attack actions. Turrets can never move from the space they are deployed into under their own power by any means, but they can be picked up and carried by other creatures.

minus-circleSupplies: Deploying a turret always costs 1 Supplies.

plus-circleReclaim: As an action, you can reclaim any adjacent turret that you personally deployed. Reclaiming a turret removes it from the game and refunds the 1 Supplies used to deploy it.

minus-circleWorn Out: If a turret lost 1 or more points of Energy during a conflict (due to being attacked or whatever), you cannot reclaim it.
caret-right Alternative plus-circleDeep Customization: You can give your turrets levels in any class in the game (except Turreteer, Vehiclist and anything else your referee wants to veto because it doesn't make any sense- coming up with a semi-plausible reason is key). This is most often used to give turrets enhanced attacking abilities, such as via Striker or an elemental class.

minus-circleKeystone Consumption: If you wish to give your turrets a level in any class other than Adamant, Steadfast, or weapon-using classes, you must use an appropriate keystone to do so. You only need to use one keystone to apply this benefit to all your turrets.

Duraturret

Protection plus-circleTougher Parts: You can reclaim any turret that never lost any Flesh, instead of only turrets that never lost any Energy.

Mechanized

Utility plus-circleSmooth Movements: Your turrets can make two actions per round instead of only one, just like a creature can. Double-attacking carries an Energy cost as normal, which can prevent a turret from being reclaimable.

Throw Turret

Offense plus-circleLong-Range Setup: You can deploy your turrets to anywhere within throwing range (0-10 meters) instead of only into adjacent spaces.

Utiliturrets

Utility plus-circleMulti-Purpose: Your turrets can take any actions they are capable of instead of being confined only to attacking- for example, a turret with a level in Healer could heal allies. Even if you have given them no other special moves via appropriate class levels, this allows your turrets to at least make grab actions and recovery actions.

minus-circleMovement Still Forbidden: Your turrets still cannot make any movement actions or make movement as part of other actions. They're stationary.

Enterprises

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.
turreteer.1591066030.txt.gz · Last modified: 2020/06/01 20:47 by kyle