Implement capitalist cat
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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.
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Funding level determines:
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- Available rocket types
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- Equipment access
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- Resupply privileges
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- Operational support
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---
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# Shareholder Funding Levels
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## Tier 1 - Minimal Funding
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You are considered equipment. Replacement cost is still cheaper than long-term investment.
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**Approved Rocket Catalog**
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Standard demolition products are now approved:
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- HE Rocket
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- Fragmentation Rocket
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- Concussion Rocket
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**Ammunition Ration Program**
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The company has determined that explosives are cheaper than funerals.
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- May restock rockets during Short Rests.
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- Maximum ammunition: 3 rockets.
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Any additional rockets must be purchased at standard employee rates.
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---
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## Tier 2 - Operational Funding
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Your work has generated measurable revenue. Management has decided to delay your replacement.
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**Reload Automation Initiative**
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Engineers have installed a small mechanical loader to increase productivity.
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* Reloading becomes automatic after firing. The operative may move, dodge, or perform other actions while the launcher reloads.
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**Free Health Insurance**
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After reviewing mortality reports, the company has concluded that slightly healthier operatives live longer.
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* You regain an additional Hit Die worth of HP during short rests
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**Better Salary**
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Your paycheck has increased slightly.
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* You gain +1 Charisma and +1 Willpower
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* You gain a +20% discount at most summer company merchants.
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Employee enthusiasm is expected to increase accordingly.
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---
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## Tier 3 - Additional Funding
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You are no longer considered easily replaceable. Replacing you would require paperwork.
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**Expanded Rocket Catalog**
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Tactical explosives are now approved:
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- Incendiary Rocket
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- Cryo Rocket
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- Gas Rocket
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**Ammunition Budget Expansion**
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Your department has approved a modest increase in your explosives allowance.
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- Rocket restocking may now be performed at any major town under authority influence.
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- Gain **+1 Rocket Carry Capacity
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---
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## Tier 4 - Strategic Funding
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Management now considers you an asset worth maintaining.
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**Precision Profit Optics**
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Your launcher has been upgraded with battlefield analytics hardware.
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* Rockets gain **+5% Penetration**
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- Rockets gain **+2 to hit**
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The optics also collect combat data to improve future weapons. You will **not** receive compensation for providing this data.
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**Premium Targeting Upgrade**
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Your weapon now includes a paid software feature.
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- Rockets may detonate mid-air
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This upgrade normally costs **$33.99 per week**, but is temporarily waived while your productivity remains high.
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---
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## Tier 5 - Superior Funding
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Your performance has increased your market value. The company would now prefer you survive.
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**Advanced Rocket Catalog**
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High-cost explosives have been approved:
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- Shaped Charge Rocket
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- Cluster Rocket
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- Overpressure Rocket
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**Expanded Explosives Budget**
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Management has approved emergency funding.
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- Maximum rockets increases to **5**.
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**Express Delivery** (1/Long Rest):
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If combat operations threaten quarterly profits, supplies may be delivered by drone.
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* You may call in an airdrop, granting you 2 rockets of your choice.
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Standing beneath the drop zone is discouraged.
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---
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## Tier 6 - Executive Funding
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At this stage, your combat performance is considered extremely profitable. The company will now allocate serious resources to keep you operational.
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**Express Delivery with Same-Day-Shipping**:
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The delivery drone has been upgraded.
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* Express Delivery now gives you **5** additional rockets immediately instead of 2.
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The drone prioritizes cargo safety over employee safety. Please move away from the drop zone if possible (really).
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**Customer Support (1/Long Rest):**
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If a battlefield situation becomes inconvenient, simply contact customer support.
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* You can throw a flare (9 meter range) to call in a **hyper-mortar** strike.
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* Requires you to be within 45 kilometers of summer isle.
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(Support requests may be denied if the operator is on break)
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**Hyper-Mortar Strike**
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Your support ticket has been processed. An offshore artillery platform will resolve the issue.
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Delay: **1 round**
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Impact:
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- **Damage:** 4d10 Fire + 4d10 Force
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- **Radius:** 6 meters
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- **Posture Damage:** 8 (NB)
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- **Penetration:** 30%
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Hyper-Mortar Strike cannot be parried or blocked. Creatures may Dodge normally.
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Unlocked by **Increasing Shareholder Value**, (completing requests for the Summer Company).
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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**.
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Example:
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- 2 HE Rockets
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- 1 Gas Rocket
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# Standard Rocket Types (Unlocked from Start)
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## HE Rocket (High Explosive)
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The baseline demolition round used by most Summer Company contractors.
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**Damage:** 2d8 Fire + 1d8 Force
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**Posture Damage:** 4
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**Penetration:** 20%
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**Chip Damage:** 40%
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**Riposte Modifier:** -
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**Blast Radius:** 4.5 meters
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## Fragmentation Rocket
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Designed to shred lightly armored enemies and deny open spaces.
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**Damage:** 2d6 Pierce + 1d6 Fire
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**Posture Damage:** 3
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**Penetration:** 30%
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**Chip Damage:** 30%
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**Riposte Modifier:** -
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**Blast Radius:** 6 meters
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**Special:** Targets hit must succeed a **Dexterity Save** or suffer Medium bleed buildup
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## Concussion Rocket
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A blunt shockwave round meant to disrupt formations rather than kill.
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**Damage:** 1d6 Force + 1d6 Blunt
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**Posture Damage** 8 (NB)
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**Penetration:** 10%
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**Chip Damage:** -
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**Riposte Modifier:** -
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**Blast Radius:** 6 meters
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**Special:**
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Creatures in the radius must make a **Strength Save** or:
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- Be **knocked prone**
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- Lose **2 additional posture**
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---
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# Tactical Rocket Types (Additional Funding)
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## Incendiary Rocket
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A volatile fuel mixture that ignites the battlefield.
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**Damage:** 1d10 Fire
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**Posture Damage:** 3
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**Penetration:** 25%
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**Chip Damage:** 50%
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**Riposte Modifier:** -
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**Blast Radius:** 3 meters
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**Special:** Creates a **burning zone** lasting **2 rounds**.
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Creatures inside take:
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- **1d6 Fire damage at the start of their turn**
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## Cryo Rocket
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Experimental tech stolen from Hive research.
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**Damage:** 1d6 Ice + 1d6 Force
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**Posture Damage:** 4
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**Penetration:** 20%
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**Chip Damage:** 35%
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**Riposte Modifier:** -
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**Blast Radius:** 4.5 meters
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**Special:**
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Targets hit must make a **Constitution Save** or become Chilled
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## Gas Rocket
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Chemical payload used by Summer Company sabotage teams.
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**Damage:** 1d4 Gas
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**Posture Damage:** 2
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**Penetration:** 10%
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**Chip Damage:** 60%
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**Riposte Modifier:** -
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**Blast Radius:** 4.5 meters
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**Special:**
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Creates a **Gas Cloud** lasting **2 rounds**.
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Creatures inside take:
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- **1d6 Gas damage each round**
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- Disadvantage on **Perception checks**
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---
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# Advanced Rocket Types (Superior Funding)
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## Shaped Charge Rocket
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Designed to penetrate armor and structures.
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**Damage:** 3d8 Pierce
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**Posture Damage (Blocked):** 5
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**Penetration:** 50%
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**Chip Damage:** 25%
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**Riposte Modifier:** -
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**Blast Radius:** 1.5 meters
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**Special:**
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Against armored targets:
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- Deals **+2 damage dice**
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## Cluster Rocket
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Payload disperses multiple sub-munitions.
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**Damage:** 1d4 Fire (5 instances)
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**Posture Damage (Blocked):** 2 per instance
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**Penetration:** 20%
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**Chip Damage:** 30%
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**Riposte Modifier:** -
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**Blast Radius:** 4.5 meters
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Damage is resolved **three separate times**, applying armor reduction individually.
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## Overpressure Rocket
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Prototype breaching round meant for clearing rooms.
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**Damage:** 2d6 Force + 2d6 Fire
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**Posture Damage:** 7 (NB)
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**Penetration:** 30%
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**Chip Damage:** -
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**Riposte Modifier:** -
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**Blast Radius:** 4.5 meters
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**Special**:
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Enemies hit must make a **Constitution Save**.
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Failure:
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- **Stunned for 1 round**
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### 1-Star Mantras
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Available from **Level 1**
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### 2-Star Mantras
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Begin appearing at **Level 5**
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### 3-Star Mantras
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Begin appearing at **Level 9
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---
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# 1-Star Mantras
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---
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### Jolt Grab
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Type: Combat
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Cost: 2 Ether
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Action: Action
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Cooldown: 3 rounds
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Dash **4.5 meters** forward with a lightning-charged arm.
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If a creature is hit:
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- Deal **1d8 Lightning damage**
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- Slam the target to the ground
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- All creatures within **1.5 meters** take **1d4 Lightning damage**
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- Target loses **2 Posture**
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### Lightning Beam
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Type: Combat
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Cost: 2 Ether
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Action: Action
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Cooldown: 2 rounds
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Fire a straight **9 meter beam** of lightning.
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- **Damage:** 1d10 Lightning
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- **Posture Damage:** 2
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- Pierces through creatures in the line.
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### Electro Carve
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Type: Combat
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Cost: 2 Ether
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Action: Action
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Cooldown: 2 rounds
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Create a rotating orb of electricity in your hands for **1 round**.
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- At the end of the turn it deals **3 hits of 1d4 Lightning damage**
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- Each hit deals **1 Posture damage**
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### Fleeting Sparks
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Type: Combat
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Cost: 1 Ether
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Action: Bonus Action
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Cooldown: 3 rounds
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Create **3 lightning sparks** that seek nearby enemies within **9 meters**.
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Each spark deals:
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- **1d4 Lightning damage**
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- **1 Posture damage**
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Targets are chosen automatically.
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### Thunder Kick
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Type: Combat
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Cost: 1 Ether
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Action: Bonus Action
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Cooldown: 2 rounds
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Perform a thunder-charged kick.
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- **Damage:** 1d6 Lightning
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- Push the target **3 meters**
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- Target loses **2 Posture**
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### Storm Dash
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Type: Mobility
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Cost: 1 Ether
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Action: Bonus Action
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Cooldown: 2 rounds
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Dash **4.5 meters** in a lightning blur.
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Your next attack this turn gains:
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- **+1 to hit**
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---
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# 2-Star Mantras
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---
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### Lightning Strike
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Type: Combat
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Cost: 3 Ether
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Action: Action
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Cooldown: 3 rounds
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Call lightning down at a point within **12 meters**.
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- **Damage:** 2d8 Lightning
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- **Radius:** 3 meters
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- **Posture Damage:** 3
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### Lightning Impact
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Type: Combat
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Cost: 3 Ether
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Action: Action
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Cooldown: 4 rounds
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Leap upward then crash down.
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- **Damage:** 2d6 Lightning
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- **Radius:** 3 meters
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- **Posture Damage:** 3
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Targets hit are launched **1.5 meters upward**.
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### Grand Javelin
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Type: Combat
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Cost: 3 Ether
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Action: Action
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Cooldown: 3 rounds
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Throw a spear of lightning **12 meters**.
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- **Damage:** 2d8 Lightning
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- **Posture Damage:** 3
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- **Penetration:** +10%
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### Rising Thunder
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Type: Mobility / Combat
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Cost: 3 Ether
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Action: Action
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Cooldown: 4 rounds
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Rush **6 meters** forward with lightning-charged fists.
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Creatures hit:
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- Take **2d6 Lightning damage**
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- Lose **3 Posture**
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- Are lifted briefly into the air.
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You then crash down, dealing **1d6 Lightning** in **1.5 meters**.
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### Storm Step
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Type: Mobility
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Cost: 2 Ether
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Action: Bonus Action
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Cooldown: 3 rounds
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Teleport in a flash of lightning **6 meters**.
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Creatures within **1.5 meters** of your starting location take:
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- **1d6 Lightning damage**
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### Conductive Mark
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Type: Support
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Cost: 2 Ether
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Action: Bonus Action
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Cooldown: 4 rounds
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Mark a creature within **12 meters** with electricity for **2 rounds**.
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The next lightning damage they take gains:
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- **+1d8 damage**
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- **+2 Posture damage**
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---
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# 3-Star Mantras
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---
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### Emotion Wave
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Type: Combat
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Cost: 4 Ether
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Action: Action
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Cooldown: 4 rounds
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Strike the ground with lightning, sending waves outward.
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- **Damage:** 2d8 Lightning
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- **Radius:** 4.5 meters
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- **Posture Damage:** 4
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Lightning strikes erupt outward from the center.
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---
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### Stormcaller Descent
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Type: Combat
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Cost: 4 Ether
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Action: Action
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Cooldown: 5 rounds
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Leap into the air before summoning a thunder crash.
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- **Damage:** 3d8 Lightning
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- **Radius:** 4.5 meters
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- **Posture Damage:** 4
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Enemies hit are pushed **3 meters** outward.
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### Chain Lightning
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Type: Combat
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Cost: 4 Ether
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Action: Action
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Cooldown: 4 rounds
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Lightning arcs between enemies.
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- **Damage:** 2d8 Lightning
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- Jumps to **up to 3 additional enemies within 4.5 meters**
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- Each jump deals **-1 damage**
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### Thunderstorm Call
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Type: Combat
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Cost: 5 Ether
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Action: Action
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Cooldown: 6 rounds
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Summon a storm over a **6 meter radius** area for **2 rounds**.
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Each round enemies inside suffer:
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- **1d10 Lightning damage**
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- **2 Posture damage**
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### Ionized Battlefield
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Type: Support
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Cost: 4 Ether
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Action: Action
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Cooldown: 5 rounds
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Electrify a **6 meter radius** area for **2 rounds**.
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Enemies inside:
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- Lose **1 Posture at the start of their turn**
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- Suffer **-2 Dodge Throws**
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@@ -0,0 +1,133 @@
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# LEVEL 1 (Pack: 1)
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### T01 - **Explosive Specialist**
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- Rocket explosion radius **+1.5 meters**
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- Rocket **Posture Damage +1**
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---
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# LEVEL 2 (Pack: 2)
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### T02 - **Stealth Demolition**
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- If you fire a rocket while **Hidden**, the attack gains **+10% Penetration** and **+10% Chip Damage**
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### T03 - **Shock Deployment**
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- When combat begins, you may **immediately reload the NMM for free**
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- Gain **+1 Initiative**
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---
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# LEVEL 3 (Pack: 1)
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### T04 - **Area Denial**
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- Creatures hit by your rockets suffer **-1 Dodge Throws** until the start of your next turn
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---
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# LEVEL 4 (Pack: 2)
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### T05 - **Blastwave Engineering**
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- Rocket explosion radius **+1.5 meters**
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- Creatures hit by the blast are **pushed 1.5 meters away from the center**
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### T06 - **Corporate Logistics**
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- Rocket carry capacity **+1**
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- Assisted Reload may be performed from **3 meters away**
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---
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# LEVEL 5 (Pack: 1)
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### T07 - **Warhead Overpressure**
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- Rocket damage **+1 die**
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---
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# LEVEL 6 (Pack: 2)
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### T08 - **Field Loader Training**
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- If an ally performs **Assisted Reload**, your next rocket gains
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- **+1 die damage**
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- **+2 Posture Damage**
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### T09 - **Shaped Detonation**
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- Creatures within **3 meters of the blast center** take **+2 damage** and **+2 Posture Damage**
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---
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# LEVEL 7 (Pack: 1)
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### T10 - **Mobile Artillery**
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- Movement Speed **+1.5 meters**
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- You may **move up to 3 meters immediately after firing a rocket**
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---
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# LEVEL 8 (Pack: 2)
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### T11 - **Shockwave Fracture**
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- If your rocket hits **3 or more enemies**, they each lose **1 additional Posture**
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### T12 - **Suppression Pattern**
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- Enemies hit by your rockets suffer **-1 attack rolls** until the start of their next turn
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---
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# LEVEL 9 (Pack: 1)
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### T13 - **Blast Breaker**
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- Rockets deal **+3 Posture damage against blocking targets**
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---
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# LEVEL 10 (Pack: 2)
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### T14 - **Backblast Discipline**
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- You take **no damage from your own rockets**
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### T15 - **Target Lock**
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- Rockets gain **+2 to hit** against enemies **more than 9 meters away**
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---
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# LEVEL 11 (Pack: 1)
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### T16 - **Fragment Saturation**
|
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- Rockets deal **+2 damage to each creature hit after the first**
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||||
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||||
---
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# LEVEL 12 (Pack: 2)
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### T17 - **Shockline Detonation**
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- If a rocket **posture-breaks a creature**, all enemies within **3 meters** lose **2 Posture**
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### T18 - **Forward Spotter**
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- Allies attacking enemies hit by your rockets gain **+1 to hit** until the start of your next turn
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||||
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||||
---
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# LEVEL 13 (Pack: 1)
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### T19 - **Airburst Calibration**
|
||||
- Airburst rockets increase explosion radius **+1.5 meters**, **+1 to hit** and gain **+10 Penetration**.
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||||
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||||
---
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# LEVEL 14 (Pack: 2)
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### 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**.
|
||||
- This puts alot of strain onto the NMM. For the rest of the combat, reloading takes twice as long to do. This applies to assisted reloads.
|
||||
Reference in New Issue
Block a user