Implement capitalist cat
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Compact recoilless rocket launcher used by Summer Company demolition teams.
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Length: **~55 cm**. Carried on the back.
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### Weapon Profile
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**Damage:** 2d8 Fire + 1d8 Force
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**Posture Damage:** 4 (NB)
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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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Targets within radius are hit individually.
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**Properties:** Heavy, Two-Handed, Explosive, Loud, Unparryable
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### Reload
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After firing:
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- The launcher must be **reloaded for 1 round** before firing again.
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- Reloading normally consumes the **entire turn**.
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The Enforcer begins encounters with 3 Rockets. More are gained from summer company outposts or during short rests.
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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)**.
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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.
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They are Felinor-born and carry the cultural arrogance typical of their homeland, openly dismissive of foreigners and particularly critical of the other party members.
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---
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# Core Stats
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**Health (HP): 18**
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**Posture: 12**
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Posture Regain per Turn:
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- **1 + (Dexterity Modifier ÷ 2, rounded down)**
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**Ether Capacity: 10**
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Ether Regain per Turn:
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- **1 + (Willpower Modifier ÷ 2, rounded down)**
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**Sanity: 9**
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**Base Movement Speed:** 7.5 meters
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# Attributes
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**Strength:** 12
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**Dexterity:** 14
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**Constitution:** 13
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**Intelligence:** 14
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**Willpower:** 11
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**Charisma:** 12
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# Physical AC
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- **Blunt AC:** 5
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- **Slash AC:** 10
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- **Pierce AC:** 10
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# Elemental AC
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- **Fire AC:** 10
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- **Ice AC:** 5
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- **Lightning AC:** 5
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- **Force AC:** 5
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- **Necrotic AC:** 5
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- **Gas AC:** 5
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- **Holy AC:** 5
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- **Blood AC:** 5
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---
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# Signature Traits
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### Summer Company Demolition Training
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Explosive weapons are notoriously unwieldy. The Enforcer has been trained to deploy them efficiently.
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- Firing the **NMM** does **not provoke opportunity attacks**.
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- After firing the NMM, you may **move up to 3 meters without triggering reactions**.
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### Tactical Reload Doctrine
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The launcher normally requires **1 action to reload**.
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However:
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- An ally within **1.5 meters** may spend a **Bonus Action** to assist the reload.
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### Calculated Detonation
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The Enforcer understands blast radii.
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When firing the NMM:
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- Allies within the blast radius take **half damage**.
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- Enemies caught in the **outer half of the blast radius** take **+1 posture damage** from concussive force.
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### ==Etrean Supremacy==
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==Raised under Etrean doctrine of cultural superiority, the Enforcer has little patience for outsiders.==
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- ==**+2 on Intimidation checks** against non-Etreans.==
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- ==**-2 on Persuasion checks** when dealing with non-Etrean allies or factions.==
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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**
|
||||
- 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**.
|
||||
- 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.
|
||||
@@ -0,0 +1,42 @@
|
||||
Luckily, there's a cure for Meridian Rot. The cure removes the infection completely. The body is no longer producing reactive venom, and the disease no longer progresses. However, you have lived with the infection for a long time. Once it is removed, the body stabilizes and recovers. Muscles, lungs, and nervous system function more efficiently.
|
||||
|
||||
---
|
||||
Upon curing the disease:
|
||||
### Removed
|
||||
- Venom Coating (spit-based system)
|
||||
- Infection Stage progression
|
||||
### Replaced With "Refined Toxin System"
|
||||
The Skaven can no longer generate poison biologically, but instead uses **crafted toxin vials**.
|
||||
#### Apply Toxin
|
||||
**Action:** Bonus Action
|
||||
**Cost:** 1 Toxin Charge
|
||||
**Target:** One weapon
|
||||
Effect duration:
|
||||
- **3 hits or 3 rounds**
|
||||
Functionally replaces venom coating.
|
||||
#### Toxin Charges
|
||||
- Base: **2 charges per Short Rest**
|
||||
All “venom” talents now refer to **Toxin** instead.
|
||||
|
||||
**Toxin Effect:**
|
||||
- **2 damage per round**
|
||||
- **-1 Posture Regain**
|
||||
- **-1 Dodge Throw**
|
||||
|
||||
---
|
||||
### New Passive - Stabilized Physiology
|
||||
The body is no longer under constant internal strain.
|
||||
- **Posture Regain +1**
|
||||
- **Movement Speed +1.5 meters**
|
||||
- Gain **+1 Constitution**
|
||||
- Gain **+1 Strength**
|
||||
### New Passive - Controlled Metabolism
|
||||
Without the infection interfering:
|
||||
- Toxicity penalties apply **one threshold later**
|
||||
- Withdrawal penalties are reduced:
|
||||
- Movement penalty removed
|
||||
- Posture Regain penalty removed
|
||||
### New Passive - Clean Blood
|
||||
The body is no longer unstable.
|
||||
- Gain **Gas AC +10**
|
||||
- Automatically succeed on Constitution checks against disease**
|
||||
Reference in New Issue
Block a user