Artilleryeer


Level KXP Spells
TH
10(none)+0
28(none)+0
316(none)+1
432(none)+1
564(none)+2
6128(none)+2
7256(none)+3
8512(none)+3
91000(none)+4
101500(none)+4
112000(none)+5
122500(none)+5
133000(none)+6
143500(none)+6
154000(none)+7
164500(none)+7
175000(none)+8
185500(none)+8
196000(none)+9
206500(none)+9
216500(none)+10
227000(none)+10
237500(none)+11
248000(none)+11
258500(none)+12
269000(none)+12
279500(none)+13
2810000(none)+13
2910500(none)+14
3011000(none)+14
3111500(none)+15
3212000(none)+15
3312500(none)+16
3413000(none)+16
3513500(none)+17
3614000(none)+17
Requisites:Str 30(Bar Str), Dex 24
Alignment:any L
HD/level:1d10
Weapon Prof.:10+level/2
To Hit Table:Rog
Save Table:Rog
Reference:RDM
Groups:Rogue, Technology
Complexity:CF=5
Gets 80 rogue points per level. May weapon specialize in guns.
Artilleryeer’s specialize in firing very large guns/superguns. Not only do they fire them but they wield them (sometimes one-handed). A list of sample guns is below. More will be added as this class is played.
Can always purchase Musketeer and Artillery equipment (see below), even if above the tech level of the campaign. Can create the equipment himself, but it still requires the same money, and it requires time (1 minute per 10gp value). Divide cost by LVL. CF 5: Divide the cost by LVL^2.
The cost for ammo is per shot; if you buy 10, you have "Capital E Enough" and do not need to keep track.
For damage dice, "1e6" means an "open ended d6" (roll 1d6, if you roll a 6, roll again and add 6). "2m8" means multiply two d8's together. "3me6" means “open ended” multiply three d6's together (if you roll a 6, roll again and treat that roll as a 4th m6).
Each Level: Pick a gun. You may wield that gun one handed without penalty.
Each Even Level: All guns are considered 1 size smaller for what you can wield.
Each Odd Level: ++1 dmg with guns.
Level 1: You may wield two sets of guns per set of arms.
Level 1: You may scale down the range of your guns without scaling down the damage.
Level 9: Your artillery guns affect an extra group/legion.
Level 18: Your artillery guns affect one extra groups/legions (2 extra total).
Level 27: When using clairvoyance, you are considered to have “line of effect” to that target.
Level 36: Your artillery guns affect one extra groups/legions (3 extra total).
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Resources: Gain LVL*Chr*10 gp per reset. - - - -
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
4 Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns “open end” one better than normal. - - - -
5 Controlled Blink (max N*N feet, N is amount made) - 15 Dex-9 Dex-12
6 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
6 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
8 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
9 Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted) - - - -
13 Backstave (N/2% of your dmg is vile) || Stun (save = N-100) - 0 Wis-26 Wis-32
Weapon Cost [gp] Size #Att Base dmg Critical Max Range Notes
French 75mm Field Cannon3,000L1/16d1020/x22,400 ftHits a group; reliable and fast-firing.
British QF 18-pounder2,500L1/15d1020/x22,000 ftHits a group; excels against fortifications.
German 10.5 cm leFH 162,800L1/15d1219–20/x21,200 ftHits a group; indirect fire capability.
British BL 4.5-inch Howitzer2,600L1/14d1220/x21,500 ftHits a group; effective against trenches.
British Stokes Mortar800M1/14d620/x2200 ftHits a group; lightweight and portable.
Soviet ZiS-3 Field Gun3,200L1/15d1019–20/x22,400 ftHits a group; strong anti-armor potential.
Katyusha Rocket Launcher6,000L1/18d819–20/x22,400 ftHits a legion; deals area damage.
German Nebelwerfer5,000L1/16d820/x21,600 ftHits a group; creates a smoke screen.
Schwerer Gustav15,000G1/115d1219–20/x310 milesHits a legion; requires a fixed position.
Karl-Gerat Siege Mortar8,000H1/112d1219–20/x2800 ftHits a legion; massive destructive power.
American M2 60mm Mortar1,200M1/13d1020/x2300 ftHits a group; quick reload capability.
German 8.8 cm Flak 36/373,500L1/18d620/x24,800 ftHits a group; versatile for air and ground targets.
Big Bertha (howitzer)30,000L1/110d617+/x47.8 milesHits a group. Knockback branded.
Pumhart von Steyr50,000L1/110e2016+/x51,968 ftHits a group. Hull damage to objects.
Nuclear Artillery75,000L1/110d1015+/x35 milesHits a group. Constitution damage.
Railgun150,000L1/13me618+/x3170 milesHits a group. Group magnetized.
BFG 9000250,000L2/1100d817+/x25 ftHits a group. Slay branded.
Paris Gun300,000G1/rd7e2018+/x481 milesHits a group. Silent.
Redeemer500,000L1/rd4m618+/x260 ftHits a group. Ignores all cover.
Sun Gun800,000L1/rd4m4nonePlanetaryHits a line of groups. From satellite. All Constitution damage.
Schnelladekanone1 millionH1/rd5e2015+/x1035 milesHits a group. Hull damage to objects.
Rods from God1.5 millionH1/rd1e4 idmgnonePlanetaryHits a group. Fired from satellite. Deep hole.
High Altitude Research Project2.5 millionG1/day1e10 idmgnone111 milesHits a group. May launch creatures this way.
Upshot-Knothole Grable3 millionG1/day1e8 idmgnone6 milesHits a legion. RR to resist. Area is RS=10 zone.
Project Babylon5 millionG1/day1e12 idmgnone470 milesHits a legion. May launch objects.
Low Orbit Ion Cannon7.5 millionG1/day4m4 idmg20/x2PlanetaryHits a line of groups. Disables electronics.
Wave Motion Gun500 millionE1/week2me6 idmgnone10k milesHits a legion. Legion gets incursed.
Death Star Laser1 billionE1/week3me6 idmgnone30m milesHits a planet. No resistance branded.
Starkiller Base Laser1 trillionE+1/week1d6 iidmgnone10k light yearsHits multiple planets. Powers up by eating a star.