Artillerist

"Throughout countless wars, the Artillerist has served as a decisive force on the battlefield—a slow but devastating specialist whose mastery of long-range cannon fire can turn the tide of conflict. Though their methodical pace demands patience, positioning, and precision, the results are undeniable. From the thunderous collapse of castle walls to the smoking craters carved into enemy ranks, the Artillerist's calculated bombardments pave the way for advancing armies. Often viewed as pawns in grander strategies, their role is nonetheless pivotal—providing the raw, unrelenting firepower that breaks defenses and clears the path to victory."

The Artillerist specializes in using a Siege Cannon, a large cannon-like weapon that must be aimed before firing. A Siege Cannon can fire in very long ranges and can be destructive both for enemy ranks and structures. During the first action of firing, you must Load and Aim, and on your next turn, you may fire, but only to where you aimed beforehand. You can choose to use either an explosive cannonball or a forcing cannonball, the former exploding and dealing fire damage in a radius, and the latter dealing regular damage and pushing creatures back. While loading and aiming, you take half damage and cannot be knocked prone, but if you take damage, your loading shot's damage is lowered.

Abilities:

Load and Aim – You load a chosen cannonball and aim your Siege Cannon to where you want it to land in the next turn, choose wisely.

Fire – After one turn of loading and aiming, you may fire the cannonball at this time. You may not change your aim, only fire.

Recalibrated Sight (Reaction) - If an enemy moves out of the radius of your current aim, a rare reaction may trigger, granting you the action next turn to reposition the aim instantly before firing.

Delayed Detonation – You use an action point to fire an exploding cannonball in a way that prevents it from actually exploding until a time of your choosing, either a turn later, two turns later, or three.

Blast Radius Awareness – You use a bonus point to choose two allies that will not be taking any damage from your cannons for the next 5 turns. This can be changed only after the 5 turns are over.

Point Blank Punisher – If an enemy moves in melee range to you, you may use your Siege Cannon to knock them back. Attacks of opportunity done by you will push back the enemy and possibly knock them prone.

Ultimate Ability – Heavy Siege Mode – You enter a state in which you cannot move, but you may load, aim and fire all in one turn for the next 3 turns. The radius of effect from your cannonballs are now larger, do not damage allies, and are both exploding and forcing.

Type: Ranged Tank

Weapon/Tool: Siege Cannon

Origin: Varied

Children