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  1. Artillery
  2. \\INTRODUCTION\\
  3.  
  4. Artillery in 17th is defined as any gun that engages targets past the visual/or normal engagement ranges of personal guns. As witches can engage at rather ludicrous ranges, this is defined as beyond visual range.
  5.  
  6. \\Neuroi Artillery\\
  7.  
  8. Neuroi artillery is “beam” based and arcs in the standard parabolic arch of artillery shells. This is the only type of Neuroi gun which behaves in this manner. As such it can be blocked/dodged with a bit more ease than the instant beams of other weapons. It can, however, destroy many targets in a single blow, and instantly carves craters.
  9.  
  10. The composition of the beam itself is more of a giant blob of plasma arcing through the air than anything else. The only main difference from an actual ball of plasma is the long trail that follows in the wake of Neuroi based artillery shots.
  11.  
  12. General Rules: Damage done is 2d4 or 1d8 within the epicenter of the blast. Damage formulas are as follows if the blast has a 100m effective range:
  13.  
  14. Within 0 to 50ft of the epicenter: 1d8
  15. Within 50 to 75ft from the epicenter: 1d4
  16. Within 75 to 100ft from the epicenter: 1d2
  17.  
  18. X-Large Classes are given a special damage set depending on its properties.
  19.  
  20. \\Witch Artillery Rules\\
  21.  
  22. Witched base artillery consists of two major components: The strikers and the cannon itself
  23.  
  24. Regardless of striker type, all artillery based combat follows these basic rules:
  25.  
  26. General Combat
  27. On deployment, in order to fire the cannon the witch must ‘deploy’ or rather brace themselves for the imminent recoil of the cannon. The cannon may fire without deployment but the hit is reduced to 1d6 unless the actual enemy itself is within point-blank range (See Point Blank Combat for details on what occurs)
  28.  
  29. Upon deployment the witch is completely immobile but is given a +4 bonus to DEF during the entire duration. At this point the entire hit pool is used in attacks and the witch can attack within the same turn of deployment. The witch must remain deployed for at least one turn before being able to pull the cannon up to move again.
  30.  
  31. Thus the quickest siege deployment for a witch is as followed:
  32. Turn One: Deploy & Fire
  33. Turn Two: Fire Again
  34. Turn Three: Un-deploy
  35.  
  36. During the un-deployment phase, the witch is not allowed to fire.
  37.  
  38. On Strikers
  39. All witches must use medium or large-tank based strikers to deploy an artillery size cannon. Each type is given a special ability. Rules are as followed:
  40.  
  41. Medium Strikers:
  42.  
  43. Medium-sized strikers can follow a speed deployment turn order. They sacrifice the ability to fire on the deployment round, to be able to fire and un-deploy the round afterward. This phase also evokes a -1d6 to hit dice upon fire, and only a +3 DEF bonus during the deployment rounds.
  44.  
  45. Large Strikers:
  46.  
  47. Large-sized strikers can enter a locked siege mode. This allows a +3 bonus to the hit dice, and a +5 DEF bonus, but does not allow them to un-deploy until two turns have passed, rather than one.
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