Commit DND files

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Max Momentum: **10**
Gain Momentum:
**Max Momentum:** 10
Momentum cannot go below 0 or above maximum.
| Momentum | State | Effect |
| -------- | ------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 0 | Broken Flow | -1 to attack rolls, -3m movement, -2 Dodge, cannot use Burst or Jump |
| 1-2 | Unstable Flow | -1 to attack rolls, -1 Dodge |
| 3-5 | Stable Flow | +3m movement |
| 6-8 | High Flow | +3m movement, +1 Dodge, first Momentum Mantra each round costs 1 less Momentum. |
| 9 | Critical Flow | +3m movement, +1 Dodge, first Momentum Mantra each round costs 1 less Momentum.<br><br>Gain one extra **mantra-only Bonus Action** this turn |
| 10 | Maximum Flow | +3m movement, +1 Dodge, first Momentum Mantra each round costs 1 less Momentum.<br><br>Gain one extra **mantra-only Action** and one extra **mantra-only Bonus Action** this turn |
### Maximum Flow
**At 10 Momentum**:
- Extra actions cannot be used for weapon attacks, item use, Dash, Disengage, Hide, grapples, shoves, or module attacks.
- The Mantras still pay all Ether, Momentum, condition, and cooldown costs.
- After using either extra action, immediately lose **3 Momentum**.
- If you use both extra actions in the same turn, lose **5 Momentum** total instead.
- You cannot regain Momentum again until the end of that turn.
### Momentum Gain
- Move 6m or more: +1
- Successful dodge: +1
- Successful parry: +1
- Successful Dodge: +1
- Successful Parry: +1
- Airborne hit: +1
- Kill within 1 round of engagement: +2
Maximum **+3 Momentum per round** from all sources. Momentum gained from Parry/Dodge still requires spending the normal Reaction.
Lose Momentum if:
- You do not move at least 3m during your turn: -1
- You become staggered: -2
- You take fire or lightning damage: -1
## Momentum Abilities (Level 1)
**Jump (1 Momentum)**:
* You can high-jump and long-jump twice as far, at the cost of 1 momentum.
**Burst (1 Momentum)**:
* You can spend 1 momentum to add 3 meters to your normal movement speed for 1 turn. You may use Burst a maximum of **once per turn.**
Spending momentum can be done at any time, for any amount of momentum. This does not require an action or bonus action.
### Momentum Loss
- Do not move at least 3m during your turn: -1
- Become Staggered: -2
- Take damage: -1
- Take Fire or Lightning damage: -2 instead
- Fire and Lightning damage replace the normal damage Momentum loss; they do not stack with it.
### Momentum Abilities
#### Jump - 1 Momentum
Double high-jump and long-jump distance.
#### Burst - 1 Momentum
Gain +3m movement speed for 1 turn.
- Maximum twice per turn.
- Cannot be used at 3 Momentum or less.
- No action required.
[[Players/AXIOM-07/Upgrades/Momentum Engine|Upgrades]]
+8 -2
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@@ -10,6 +10,7 @@ Micro-bursts stabilize Axiom mid-air.
**Effect:**
- Gain +1 additional Momentum when hitting while airborne.
- First airborne hit each round refunds 1 spent Momentum.
- This can only refund Momentum spent on movement or Momentum Mantras. It cannot refund Momentum lost from damage, stagger, or inactivity.
---
## MOM-03 – Aggressive Flow Routing
**Cost:** 3 Seeker Parts
@@ -28,11 +29,14 @@ Stabilized routing prevents kinetic loss under thermal stress.
## MOM-05 – Kinetic Overdrive Core
**Cost:** 5 Hunter Parts
The engine can briefly exceed safe limits.
**Requirements:**
- Requires MOM-01.
**Effect:**
- Max Momentum increases from 12 → 15.
- When at max Momentum:
- When at 100% Momentum:
- Gain +3 meters movement speed.
- Gain +1 to Dodge throws.
- After using Maximum Flow’s extra mantra-only Action or Bonus Action, lose 1 additional Momentum.
---
## MOM-06 – Predator Acceleration Protocol
**Cost:** 5 Hunter Parts
@@ -40,4 +44,6 @@ The system identifies staggered prey.
**Effect:**
- When an enemy becomes Staggered within 9 meters:
- Gain +2 Momentum.
- Performing a Riposte grants +1 Momentum.
- Performing a Riposte grants +1 Momentum.
- Each effect can trigger once per round.
- These gains still obey the normal Momentum gain cap.
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@@ -1,12 +1,15 @@
[[AXIOM-07 “DEVIANTCORE”]]
![[bloodisfuel.png]]
[[AXIOM-07 “DEVIANTCORE”|Fuckass Clanker]]
![[Pasted image 20260318122938.png]]
[[IRONBACK KHAN]]
![[monkeballs.png]]
[[IRONBACK KHAN|Sigma Gorilla]]
![[monkeballs.jpg]]
[[RAILCAT]]
![[jetstream scam.png]]
[[RAILCAT|Hot Brazilian Catgirl Cyborg Samurai with thick thighs (HBCCSTH)]]
![[jetstream scam.webp]]
[[RADIOACTIVE CRACK RAT]]
![[crack rat.png]]
[[RADIOACTIVE CRACK RAT|(He's not dead, just high on crack)]]
![[cracked.png]]
[[Shareholder Value Cat|Very Trustworthy Shareholder Value Increasing Very Valuable Cat (Scammer)]]
![[iu_.png]]
@@ -4,7 +4,7 @@ He spent most of his early life in the lower districts, living off scraps and th
Eventually he was caught stealing from a warehouse owned by the Authority. Instead of executing him, they sent him to the mines outside the city. Cheap labor was more useful. The mines produced a strange ore. Workers called it **Black Meridian Ore**. The Authority banned its consumption because miners kept getting sick or unstable after handling it. The Skaven discovered something different.
If the ore was ground into powder and mixed with other substances, for example alcohol, fungus cultures, certain chemicals used in minings, it produced a stimulant. The raw ore itself did nothing except create strong cravings, but mixtures created powerful temporary effects.
If the ore was ground into powder and mixed with other substances, for example alcohol, fungus or certain chemicals used in minings, it produced a stimulant. The raw ore itself did nothing except create strong cravings, but mixtures created powerful temporary effects.
Miners sometimes traded these mixtures secretly. The Skaven learned how to refine them better than most. That is where his addiction started. Over time he learned to produce multiple **variants** of the drug by mixing the ore with different reagents.
@@ -51,7 +51,7 @@ Ether Regain per Turn:
- Successful Dodge movement increases from **3 -> 4.5 meters**.
### Parry Capability
- **Parry Throws at Disadvantage.**
- Counterattack damage from Parries reduced by **–1**.
- Counterattack damage from Parries reduced by **-1**.
### Small Frame
- Gain **+1.5 meters movement speed** in confined spaces.
- **Knockback moves you +1.5 meter further.**
@@ -62,10 +62,52 @@ Ether Regain per Turn:
- Gain **+1 Posture Regain**
- Gain **+1.5 meter Movement Speed**
- Withdrawal begins after **24 hours** without a dose.
### Withdrawal
If the Skaven goes **24 hours without consuming a dose**, withdrawal begins.
- Movement Speed **-3 meters**
- Posture Regain **-2**
- Ether Regain **-2**
- Lose **1 sanity** every hour.
- Lose **1 sanity** every hour.
---
# SIGNATURE MOVE: Forced Adjustment (Neck Snap)
> There's a reason why it is called a "**Crack** Rat"
**Type:** Unique Riposte
**Trigger:** Target is Staggered
**Action:** Action
**Effect:**
You leap onto the target’s back, locking your limbs around their torso and wrenching their neck into a lethal angle.
Upon activation:
- Make a **contested Strength check**
**On Success:**
- Deal **2d10 Pierce + 2d10 Blood damage**
- Apply **+25% Blood Poisoning**
- Target suffers:
- **-2 Posture Regain for 2 rounds**
- Cannot **Parry** until end of their next turn
**Major Success (Beat by 5 or more):**
- Deal **maximum damage (no roll)**
- Apply **+40% Blood Poisoning**
- Target is **Stunned for 1 round**
**Partial Success (Tie):**
* You fail to fully snap the neck but still injure the target.
**Effect:**
- Deal **2d6 Pierce damage**
- Target suffers **-1 Dodge Throw** for 1 round
**Failure:**
* The target resists and throws you off.
**Effect:**
- You are pushed **3 meters away**
- Throw a dexterity saving throw against DC 10
- On failure, you're knocked prone.
- Lose **2 Posture**
- Target recovers normally from Stagger
**Execution Threshold:**
If the target is:
- At **≤12.5% HP**
The neck snap instantly executes the target
@@ -31,17 +31,17 @@ Using a charge represents producing enough infected saliva to coat a weapon.
# Infection Stage System
The plague slowly evolves over time. It has **four stages**, each unlocking stronger venom effects. The Skaven begins at **Stage I (Dormant Carrier)**. Progression is narrative and tied to the campaign.
### Stage I - Dormant Carrier
## Stage I - Dormant
The infection exists but is mostly suppressed by Skaven biology.
When a venom-coated weapon hits:
- Apply **Rot Poison** to the target for **2 rounds**
Rot Poison:
- Target takes **1 damage at the start of its turn**
- Target suffers **–1 Posture Regain**
- Target suffers **-1 Posture Regain**
---
## Stage II - Reactive Infection
## Stage II - Reactive
The pathogen adapts to the host. The saliva becomes more chemically aggressive.
Venom Charges increase:
@@ -49,11 +49,11 @@ Venom Charges increase:
Rot Poison becomes stronger:
- **2 damage per round**
- **–1 Posture Regain**
- Target suffers **–1 Constitution checks**
- **-1 Posture Regain**
- Target suffers **-1 Constitution checks**
---
## Stage III - Symbiotic Carrier
## Stage III - Symbiotic
The infection begins feeding off the host’s bloodstream. At this stage the Skaven can control venom more precisely.
Venom Charges:
@@ -64,22 +64,24 @@ Venom coating lasts:
Rot Poison now applies:
- **2 damage per round**
- **–1 Posture Regain**
- **–1 Dodge Throw**
- **-1 Posture Regain**
- **-1 Dodge Throw**
- Target suffers **-1 Constitution checks
The infection interferes with reflexes.
---
## Stage IV - Mutated Strain
## Stage IV - Mutated
The plague has adapted almost completely to the Skaven. Removing it becomes extremely difficult.
Venom Charges:
- **4 per combat**
Rot Poison becomes **Virulent Rot**:
Rot Poison becomes **Mutated Rot**:
- **3 damage per round**
- **–2 Posture Regain**
- **–1 Dodge Throw**
- **-2 Posture Regain**
- **-1 Dodge Throw**
- Target suffers **-1 Constitution checks
- If the target becomes **Staggered**, poison damage doubles for that round.
---
@@ -103,5 +105,5 @@ For most encounters it remains a combat toxin rather than a contagious disease.
# Biological Strain
Producing venom repeatedly irritates the infection.
If the Skaven uses **all venom charges in one encounter**, he suffers:
- **–1 Constitution checks until the end of combat**
- **-1 to Constitution checks until the end of combat**
due to inflammation around infected tissue.
@@ -39,4 +39,5 @@ Without the infection interfering:
### New Passive - Clean Blood
The body is no longer unstable.
- Gain **Gas AC +10**
- Automatically succeed on Constitution checks against disease**
- Gain **Necrotic AC +10**
- Automatically succeed on Constitution checks against disease
@@ -9,7 +9,7 @@
- -1 to parry throws
Blood thickens slightly and muscles tighten, making the body more resistant to impact but slower to react.
# Variant III - Sparkshot
# Variant III - Sparks of Lightning
**Reagent:** Spark gland or any mantra spark
**Effect**:
- Attack Throws **+1**
@@ -18,7 +18,7 @@ Blood thickens slightly and muscles tighten, making the body more resistant to i
- Lightning AC becomes 0
The nervous system becomes overstimulated. Reaction speed increases, but the body becomes sensitive to electrical shocks.
# Variant IV - Grave Dust
# Variant IV - Gravedust
**Reagent:** Animal blood or corpse residue
**Effect**:
- Regain **+10 HP immediately**
@@ -37,8 +37,8 @@ The mixture slows blood flow and reduces pain response. The body becomes tougher
**Drawback**
- Movement Speed **–1.5 meters**
Body temperature drops slightly. Muscles stiffen but become resistant to cold.
# Variant VI - Smoke Lung
**Reagent:** Industrial solvent
# Variant VI - Smoked Lung
**Reagent:** Artificial Solvent
**Effect**:
- Gas AC **+20**
- Gain **Advantage on Constitution saving throws**
@@ -47,7 +47,7 @@ Body temperature drops slightly. Muscles stiffen but become resistant to cold.
The lungs fill with irritating vapors that temporarily harden the respiratory system but make breathing uncomfortable.
# Variant VII - Bloodrush
**Reagent:** Vial of Blood
**Reagent:** Vial of Humanoid Blood
**Effect**:
- Strength **+2**
- Melee damage **+1**
@@ -57,13 +57,13 @@ The lungs fill with irritating vapors that temporarily harden the respiratory sy
- Blood AC **becomes 0**
Adrenal glands overproduce stress hormones. Muscles become stronger but blood vessels weaken.
# Variant VIII - Gale Step
# Variant VIII - Galetrip
**Reagent:** Stratus orb or galestone (powder)
**Effect**:
- Movement Speed **+3 meters**
- Dodge Throws gain **+1**
**Drawback**
- Physical AC **–5**
- Physical AC **-10**
Muscles twitch constantly, forcing rapid movement but reducing the ability to brace against attacks.
# Variant IX - Etherwake
@@ -76,7 +76,7 @@ Muscles twitch constantly, forcing rapid movement but reducing the ability to br
- Willpower -1
The brain becomes highly sensitive to etheric currents, improving control but stressing the mind.
# Variant X - Gravefire
# Variant X - Bonfire
**Reagent:** Charred bone dust
**Effect**:
- Necrotic AC **+30**
@@ -86,14 +86,14 @@ The brain becomes highly sensitive to etheric currents, improving control but st
**Drawback**
- **All elemental AC except necrotic drops to 0
Cell regeneration accelerates slightly but makes tissue unstable when exposed to heat.
# Variant XI - Predator Instinct
Cell regeneration accelerates slightly but makes tissue unstable when exposed to other elements.
# Variant XI - Primal Instinct
**Reagent:** Alpha/Crimson megalodaunt hide/blood or gland extract
**Effect**:
- Dexterity **+2**
- Advantage on Stealth Throws
**Drawback**
- Charisma **–2**
- Charisma **-2**
Heightens aggression and predatory instincts. The user becomes socially hostile and erratic.
# Variant XII - Black Pulse
@@ -116,7 +116,7 @@ This mixture was never used in the mines. It was developed by smugglers experime
- Max Posture **+3**
**Drawback**:
At the end of the 3-round duration:
- Take **1d6 Necrotic damage**
- Take **1d8 Necrotic damage**
- Gain **+2 additional Toxicity**
All body systems accelerate simultaneously. Muscles and nerves operate far beyond normal limits, which causes internal damage once the effect fades.
@@ -38,6 +38,7 @@ Allows stabilizing gases and volatile compounds.
- Placed on the ground
- Detonates when stepped on
- Requires **1 Action to place**
- Sticks to most surfaces once placed
### Bombs Unlocked
**Gas Bomb**
* Crafting
@@ -72,6 +73,7 @@ Allows remote triggering using ether sparks.
- Detonate using **Bonus Action**
- Costs **2 Ether**
- Maximum distance: **12 meters**
- Sticks to most surfaces once thrown or placed.
### Bomb Unlocked
**Scatter Bomb**
* Crafting:
@@ -0,0 +1,163 @@
### 1-Star Mantras
Available from **Level 1**
### 2-Star Mantras
Begin appearing at **Level 5**
### 3-Star Mantras
Begin appearing at **Level 9
---
# 1-Star Mantras
---
## Capillary Cut
**Type:** Combat
**Cost:** 2 Ether
**Action:** Action
**Cooldown:** 2 rounds
**Effect:**
* Slash at a target within 1.5 meters
- Deal **1d8 Blood damage**
- Apply **+15% Blood Poisoning**
If the target is already poisoned (venom/toxin):
- Apply an additional **+5% Blood Poisoning**
---
## Platelet Disruption
**Type:** Support
**Cost:** 2 Ether
**Action:** Bonus Action
**Cooldown:** 3 rounds
**Effect:**
* Mark a target you have hit with an attack in the last or current round.
- Target suffers **-1 Posture Regain** for **2 rounds**
- If target has ≥25% Blood Poisoning:
- Effect becomes **-2 Posture Regain**
Applies **+10% Blood Poisoning**
---
## Vein Tap
**Type:** Combat
**Cost:** 3 Ether
**Action:** Action
**Cooldown:** 3 rounds
**Effect:**
* Fire a thin needle at a target within 6 meters
- Deal **1d6 Blood damage**
- Heal for **half the damage dealt**
- Apply **+10% Blood Poisoning**
If target is ≥50% Blood Poisoning:
- Healing increases to **full damage dealt**
---
## Microclot
**Type:** Support
**Cost:** 2 Ether
**Action:** Reaction
**Cooldown:** 3 rounds
**Trigger:** When you take damage
**Effect:**
- Reduce incoming damage by **1d6**
- Gain **+1 Posture**
Applies **+5% Blood Poisoning** to the attacker
---
# 2-Star Mantras
---
## Hemorrhage Line
**Type:** Combat
**Cost:** 4 Ether
**Action:** Action
**Cooldown:** 4 rounds
**Effect:**
- Fire a thin red line in a **6-meter line**
- Deal **2d6 Blood damage to all targets hit**
Targets hit:
- Gain **+20% Blood Poisoning**
- If already ≥40%, take **+2 additional damage**
---
## Viscosity Shift
**Type:** Support
**Cost:** 3 Ether
**Action:** Bonus Action
**Cooldown:** 4 rounds
**Effect:**
Your blood briefly darkens and thickens under the skin.
- For **2 rounds**:
- Your attacks apply **+5% additional Blood Poisoning**
- Gain **+1 Dodge Throw**
Drawback:
- Posture Regain **-1** during duration
---
## Arterial Pin
**Type:** Combat
**Cost:** 4 Ether
**Action:** Action
**Cooldown:** 4 rounds
**Effect:**
Fire a piercing stake of blood at a target within 9 meters.
- Deal **2d4 Blood damage**
- Target must make a **Constitution check**
Failure:
- Movement Speed **-3 meters** for 1 round
Applies **+20% Blood Poisoning**
If target is ≥60%:
- Movement Speed becomes **0** for 1 round
---
## Transfusion Spike
**Type:** Support
**Cost:** 4 Ether
**Action:** Action
**Cooldown:** 5 rounds
**Effect:**
Rip a thread of blood forcefully from a target's arm and into yours.
- Heal yourself for **15% Blood Poisoning** of a target (Rounded Down)
- e.g. if a target has 50% blood poisoning, you heal for 7 HP
- Deal **1d8 Blood damage**
---
# 3-Star Mantras
---
## Systemic Collapse
**Type:** Combat
**Cost:** 6 Ether
**Action:** Action
**Cooldown:** 6 rounds
**Effect:**
Cause a surge of blood in a 4.5 meter radius around yourself. Enemies have their arteries and veins damaged, causing internal bleeding.
- Deal **3d6 Blood damage**
If target is ≥50% Blood Poisoning:
- Deal **+3 additional damage**
- Target suffers **-2 Posture Regain for 2 rounds**
Applies **+25% Blood Poisoning**
---
## Gruesome Extraction
**Type:** Combat
**Cost:** 6 Ether
**Action:** Action
**Cooldown:** 6 rounds
**Effect:**
Target an enemy within 9 meters and violently extract blood outward, before snapping it back.
- Deal **2d8 Blood damage**
- Heal for **half damage dealt**
If target is ≥70% Blood Poisoning:
- Heal for **full damage dealt**
- Reduce target Blood Poisoning by **20%**
Applies **+15% Blood Poisoning**
---
## Terminal Coagulation
**Type:** Combat
**Cost:** 7 Ether
**Action:** Action
**Cooldown:** 7 rounds
**Effect:**
Tug at the enemy's heartstrings. Literally.
Move 3 meters towards an enemy and slam your knife into their chest, starting to violently infuse poison.
- Deal **2d4 Blood damage**
- Deal **2d4 Poison damage**
If target is ≥80% Blood Poisoning:
- Immediately trigger **90% threshold effect for 1 round**
Applies **+20% Blood Poisoning**
@@ -51,6 +51,5 @@ Different bomb types use different casing and filler mixtures.
The Skaven can carry:
* **Maximum 4 bombs**
Carrying more increases instability.
If carrying **5 or more bombs**:
- Any critical failure on Dexterity checks or attack rolls causes **one bomb to detonate**.
@@ -1,19 +0,0 @@
Compact recoilless rocket launcher used by Summer Company demolition teams.
Length: **~55 cm**. Carried on the back.
### Weapon Profile
**Damage:** 2d8 Fire + 1d8 Force
**Posture Damage:** 4 (NB)
**Penetration:** 20%
**Chip Damage:** 40%
**Riposte Modifier:** -
**Blast Radius:** 4.5 meters
Targets within radius are hit individually.
**Properties:** Heavy, Two-Handed, Explosive, Loud, Unparryable
### Reload
After firing:
- The launcher must be **reloaded for 1 round** before firing again.
- Reloading normally consumes the **entire turn**.
The Enforcer begins encounters with 3 Rockets. More are gained from summer company outposts or during short rests.
@@ -1,57 +0,0 @@
A field operative used when the Summer Company needs fortifications removed, ambushes erased, or clustered enemies dispersed quickly. Unlike most Company agents who rely on revolvers and precision rifles, this operative carries a compact recoilless launcher - the **Non-Magic-Missile (NMM)**.
The weapon is not designed for dueling. It is designed to delete groups. The Enforcer operates quietly until the moment of engagement. One rocket. One blast. Then reposition before retaliation arrives.
They are Etrean-born and carry the cultural arrogance typical of their homeland, openly dismissive of foreigners and particularly critical of the other party members.
---
# Core Stats
**Health (HP): 18**
**Posture: 12**
Posture Regain per Turn:
- **1 + (Dexterity Modifier ÷ 2, rounded down)**
**Ether Capacity: 10**
Ether Regain per Turn:
- **1 + (Willpower Modifier ÷ 2, rounded down)**
**Sanity: 9**
**Base Movement Speed:** 7.5 meters
# Attributes
**Strength:** 12
**Dexterity:** 14
**Constitution:** 13
**Intelligence:** 14
**Willpower:** 11
**Charisma:** 12
# Physical AC
- **Blunt AC:** 5
- **Slash AC:** 10
- **Pierce AC:** 10
# Elemental AC
- **Fire AC:** 10
- **Ice AC:** 5
- **Lightning AC:** 5
- **Force AC:** 5
- **Necrotic AC:** 5
- **Gas AC:** 5
- **Holy AC:** 5
- **Blood AC:** 5
---
# Signature Traits
### Summer Company Demolition Training
Explosive weapons are notoriously unwieldy. The Enforcer has been trained to deploy them efficiently.
- Firing the **NMM** does **not provoke opportunity attacks**.
- After firing the NMM, you may **move up to 3 meters without triggering reactions**.
### Tactical Reload Doctrine
The launcher normally requires **1 action to reload**.
However:
- An ally within **1.5 meters** may spend a **Bonus Action** to assist the reload.
### Calculated Detonation
The Enforcer understands blast radii.
When firing the NMM:
- Allies within the blast radius take **half damage**.
- Enemies caught in the **outer half of the blast radius** take **+1 posture damage** from concussive force.
### Etrean Supremacy
Raised under Etrean doctrine of cultural superiority, the Enforcer has little patience for outsiders.
- **+2 on Intimidation checks** against non-Etreans.
- **-2 on Persuasion checks** when dealing with non-Etrean allies or factions.
@@ -1,117 +0,0 @@
The Summer Company evaluates operatives purely on **return on investment**. Combat effectiveness, completed contracts, and successful asset recovery increase **Shareholder Value (SV)**. As SV rises, internal departments allocate greater resources to the operative.
Funding level determines:
- Available rocket types
- Equipment access
- Resupply privileges
- Operational support
---
# Shareholder Funding Levels
## Tier 1 - Minimal Funding
You are considered equipment. Replacement cost is still cheaper than long-term investment.
**Approved Rocket Catalog**
Standard demolition products are now approved:
- HE Rocket
- Fragmentation Rocket
- Concussion Rocket
**Ammunition Ration Program**
The company has determined that explosives are cheaper than funerals.
- May restock rockets during Short Rests.
- Maximum ammunition: 3 rockets.
Any additional rockets must be purchased at standard employee rates.
---
## Tier 2 - Operational Funding
Your work has generated measurable revenue. Management has decided to delay your replacement.
**Reload Automation Initiative**
Engineers have installed a small mechanical loader to increase productivity.
* Reloading becomes automatic after firing. The operative may move, dodge, or perform other actions while the launcher reloads.
**Free Health Insurance**
After reviewing mortality reports, the company has concluded that slightly healthier operatives live longer.
* You regain an additional Hit Die worth of HP during short rests
**Better Salary**
Your paycheck has increased slightly.
* You gain +1 Charisma and +1 Willpower
* You gain a +20% discount at most summer company merchants.
Employee enthusiasm is expected to increase accordingly.
---
## Tier 3 - Additional Funding
You are no longer considered easily replaceable. Replacing you would require paperwork.
**Expanded Rocket Catalog**
Tactical explosives are now approved:
- Incendiary Rocket
- Cryo Rocket
- Gas Rocket
**Ammunition Budget Expansion**
Your department has approved a modest increase in your explosives allowance.
- Rocket restocking may now be performed at any major town under authority influence.
- Gain **+1 Rocket Carry Capacity
---
## Tier 4 - Strategic Funding
Management now considers you an asset worth maintaining.
**Precision Profit Optics**
Your launcher has been upgraded with battlefield analytics hardware.
* Rockets gain **+5% Penetration**
- Rockets gain **+2 to hit**
The optics also collect combat data to improve future weapons. You will **not** receive compensation for providing this data.
**Premium Targeting Upgrade**
Your weapon now includes a paid software feature.
- Rockets may detonate mid-air
This upgrade normally costs **$33.99 per week**, but is temporarily waived while your productivity remains high.
---
## Tier 5 - Superior Funding
Your performance has increased your market value. The company would now prefer you survive.
**Advanced Rocket Catalog**
High-cost explosives have been approved:
- Shaped Charge Rocket
- Cluster Rocket
- Overpressure Rocket
**Expanded Explosives Budget**
Management has approved emergency funding.
- Maximum rockets increases to **5**.
**Express Delivery** (1/Long Rest):
If combat operations threaten quarterly profits, supplies may be delivered by drone.
* You may call in an airdrop, granting you 2 rockets of your choice.
Standing beneath the drop zone is discouraged.
---
## Tier 6 - Executive Funding
At this stage, your combat performance is considered extremely profitable. The company will now allocate serious resources to keep you operational.
**Express Delivery with Same-Day-Shipping**:
The delivery drone has been upgraded.
* Express Delivery now gives you **5** additional rockets immediately instead of 2.
The drone prioritizes cargo safety over employee safety. Please move away from the drop zone if possible (really).
**Customer Support (1/Long Rest):**
If a battlefield situation becomes inconvenient, simply contact customer support.
* You can throw a flare (9 meter range) to call in a **hyper-mortar** strike.
* Requires you to be within 45 kilometers of summer isle.
(Support requests may be denied if the operator is on break)
**Hyper-Mortar Strike**
Your support ticket has been processed. An offshore artillery platform will resolve the issue.
Delay: **1 round**
Impact:
- **Damage:** 4d10 Fire + 4d10 Force
- **Radius:** 6 meters
- **Posture Damage:** 8 (NB)
- **Penetration:** 30%
Hyper-Mortar Strike cannot be parried or blocked. Creatures may Dodge normally.
@@ -1,114 +0,0 @@
Unlocked by **Increasing Shareholder Value**, (completing requests for the Summer Company).
The operative maintains a **3-rocket loadout** at any time. During **Short Rests** or while at **Summer Company Outposts**, the Enforcer may restock their launcher with **any combination of unlocked rockets**.
Example:
- 2 HE Rockets
- 1 Gas Rocket
# Standard Rocket Types (Unlocked from Start)
## HE Rocket (High Explosive)
The baseline demolition round used by most Summer Company contractors.
**Damage:** 2d8 Fire + 1d8 Force
**Posture Damage:** 4
**Penetration:** 20%
**Chip Damage:** 40%
**Riposte Modifier:** -
**Blast Radius:** 4.5 meters
## Fragmentation Rocket
Designed to shred lightly armored enemies and deny open spaces.
**Damage:** 2d6 Pierce + 1d6 Fire
**Posture Damage:** 3
**Penetration:** 30%
**Chip Damage:** 30%
**Riposte Modifier:** -
**Blast Radius:** 6 meters
**Special:** Targets hit must succeed a **Dexterity Save** or suffer Medium bleed buildup
## Concussion Rocket
A blunt shockwave round meant to disrupt formations rather than kill.
**Damage:** 1d6 Force + 1d6 Blunt
**Posture Damage** 8 (NB)
**Penetration:** 10%
**Chip Damage:** -
**Riposte Modifier:** -
**Blast Radius:** 6 meters
**Special:**
Creatures in the radius must make a **Strength Save** or:
- Be **knocked prone**
- Lose **2 additional posture**
---
# Tactical Rocket Types (Additional Funding)
## Incendiary Rocket
A volatile fuel mixture that ignites the battlefield.
**Damage:** 1d10 Fire
**Posture Damage:** 3
**Penetration:** 25%
**Chip Damage:** 50%
**Riposte Modifier:** -
**Blast Radius:** 3 meters
**Special:** Creates a **burning zone** lasting **2 rounds**.
Creatures inside take:
- **1d6 Fire damage at the start of their turn**
## Cryo Rocket
Experimental tech stolen from Hive research.
**Damage:** 1d6 Ice + 1d6 Force
**Posture Damage:** 4
**Penetration:** 20%
**Chip Damage:** 35%
**Riposte Modifier:** -
**Blast Radius:** 4.5 meters
**Special:**
Targets hit must make a **Constitution Save** or become Chilled
## Gas Rocket
Chemical payload used by Summer Company sabotage teams.
**Damage:** 1d4 Gas
**Posture Damage:** 2
**Penetration:** 10%
**Chip Damage:** 60%
**Riposte Modifier:** -
**Blast Radius:** 4.5 meters
**Special:**
Creates a **Gas Cloud** lasting **2 rounds**.
Creatures inside take:
- **1d6 Gas damage each round**
- Disadvantage on **Perception checks**
---
# Advanced Rocket Types (Superior Funding)
## Shaped Charge Rocket
Designed to penetrate armor and structures.
**Damage:** 3d8 Pierce
**Posture Damage (Blocked):** 5
**Penetration:** 50%
**Chip Damage:** 25%
**Riposte Modifier:** -
**Blast Radius:** 1.5 meters
**Special:**
Against armored targets:
- Deals **+2 damage dice**
## Cluster Rocket
Payload disperses multiple sub-munitions.
**Damage:** 1d4 Fire (5 instances)
**Posture Damage (Blocked):** 2 per instance
**Penetration:** 20%
**Chip Damage:** 30%
**Riposte Modifier:** -
**Blast Radius:** 4.5 meters
Damage is resolved **three separate times**, applying armor reduction individually.
## Overpressure Rocket
Prototype breaching round meant for clearing rooms.
**Damage:** 2d6 Force + 2d6 Fire
**Posture Damage:** 7 (NB)
**Penetration:** 30%
**Chip Damage:** -
**Riposte Modifier:** -
**Blast Radius:** 4.5 meters
**Special**:
Enemies hit must make a **Constitution Save**.
Failure:
- **Stunned for 1 round**
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# LEVEL 1 (Pack: 1)
### T01 - **Explosive Specialist**
- Rocket explosion radius **+1.5 meters**
- Rocket **Posture Damage +1**
---
# LEVEL 2 (Pack: 2)
### T02 - **Stealth Demolition**
- If you fire a rocket while **Hidden**, the attack gains **+10% Penetration** and **+10% Chip Damage**
### T03 - **Shock Deployment**
- When combat begins, you may **immediately reload the NMM for free**
- Gain **+1 Initiative**
---
# LEVEL 3 (Pack: 1)
### T04 - **Area Denial**
- Creatures hit by your rockets suffer **-1 Dodge Throws** until the start of your next turn
---
# LEVEL 4 (Pack: 2)
### T05 - **Blastwave Engineering**
- Rocket explosion radius **+1.5 meters**
- Creatures hit by the blast are **pushed 1.5 meters away from the center**
### T06 - **Corporate Logistics**
- Rocket carry capacity **+1**
- Assisted Reload may be performed from **3 meters away**
---
# LEVEL 5 (Pack: 1)
### T07 - **Warhead Overpressure**
- Rocket damage **+1 die**
---
# LEVEL 6 (Pack: 2)
### T08 - **Field Loader Training**
- If an ally performs **Assisted Reload**, your next rocket gains
- **+1 die damage**
- **+2 Posture Damage**
### T09 - **Shaped Detonation**
- Creatures within **3 meters of the blast center** take **+2 damage** and **+2 Posture Damage**
---
# LEVEL 7 (Pack: 1)
### T10 - **Mobile Artillery**
- Movement Speed **+1.5 meters**
- You may **move up to 3 meters immediately after firing a rocket**
---
# LEVEL 8 (Pack: 2)
### T11 - **Shockwave Fracture**
- If your rocket hits **3 or more enemies**, they each lose **1 additional Posture**
### T12 - **Suppression Pattern**
- Enemies hit by your rockets suffer **-1 attack rolls** until the start of their next turn
---
# LEVEL 9 (Pack: 1)
### T13 - **Blast Breaker**
- Rockets deal **+3 Posture damage against blocking targets**
---
# LEVEL 10 (Pack: 2)
### T14 - **Backblast Discipline**
- You take **no damage from your own rockets**
### T15 - **Target Lock**
- Rockets gain **+2 to hit** against enemies **more than 9 meters away**
---
# LEVEL 11 (Pack: 1)
### T16 - **Fragment Saturation**
- Rockets deal **+2 damage to each creature hit after the first**
---
# LEVEL 12 (Pack: 2)
### T17 - **Shockline Detonation**
- If a rocket **posture-breaks a creature**, all enemies within **3 meters** lose **2 Posture**
### T18 - **Forward Spotter**
- Allies attacking enemies hit by your rockets gain **+1 to hit** until the start of your next turn
---
# LEVEL 13 (Pack: 1)
### T19 - **Airburst Calibration**
- Airburst rockets increase explosion radius **+1.5 meters**, **+1 to hit** and gain **+10 Penetration**.
---
# LEVEL 14 (Pack: 2)
### T20 - **Rapid Reposition**
- After firing a rocket, gain **+3 meters movement** this turn
### T21 - **Structural Collapse**
- Rockets deal **+2 damage to enemies within 3 meters of terrain or walls**
---
# LEVEL 15 (Pack: 1)
### T22 - **Heavy Payload Rack**
- Rocket carry capacity **+2**
- Lose 3 meters movement speed
---
# LEVEL 16 (Pack: 2)
### T23 - **Terrain Denial**
- Terrain within **4.5 meters of rocket impact** becomes **difficult terrain for 1 round**
### T24 - **Assisted Barrage**
- If your rocket is **Assisted Reloaded**, it gains
- **+1.5 meter explosion radius**
- **+10% Penetration**
---
# LEVEL 17 (Pack: 1)
### T25 - **Demolition Authority**
- Rockets deal **+2 damage**
- Rockets deal **+1 Posture Damage**
---
# LEVEL 18 (Pack: 2)
### T26 - **Overpressure Wave**
- Enemies hit by your rockets suffer **-1.5 meters movement speed** for 1 round
### T27 - **Chain Blast**
- If your rocket kills a creature, enemies within **3 meters** take **1d8 Force damage**
---
# LEVEL 19 (Pack: 1)
### T28 - **Killzone Control**
- Rocket explosion radius **+1.5 meters**
- Creatures inside the explosion suffer **-1 on Dodge Throws**
---
# LEVEL 20 (Pack: 2)
### T29 - **Maximum Payload**
- Rocket damage **+1 die**
- Rocket Posture Damage **+2**
### T30 - **Strategic Bombardment**
- Once per combat, you may fire **two rockets with the same shot**
- Both rockets **must target the same point**.
- The NMM overheats afterwards and can't be used/reloaded for 1 round