Eliminator: Difference between revisions

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(Created page with "A specialized long-range marksman, the Eliminator focuses on strategic positioning and lethal precision to neutralize high-priority targets from afar. They represent the pinnacle of focused lethality, always searching for - or creating - the perfect opening. {| class="wikitable"} |+ Eliminator Mechanics |- |colspan="4"|A high-complexity talent reliant on ammo management and a powerful sixth shot. The Gunslinger is a mobile sharpshooter specializing in ricochets and tric...")
 
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| '''Trick Shooter'''
| '''Trick Shooter'''
| The Gunslinger's attacks can ricochet, allowing them to either deal half damage to a second target, or bypass Line of Sight (attacking at '''Disadvantage''' in either case).
| The Gunslinger's Marked Shots can ricochet, allowing them to either deal half damage to a second target, or bypass Line of Sight (attacking at '''Disadvantage''' in either case).
| N/A
| N/A
| Passive
| Passive

Revision as of 13:27, 28 March 2026

A specialized long-range marksman, the Eliminator focuses on strategic positioning and lethal precision to neutralize high-priority targets from afar. They represent the pinnacle of focused lethality, always searching for - or creating - the perfect opening.

Eliminator Mechanics
A high-complexity talent reliant on ammo management and a powerful sixth shot. The Gunslinger is a mobile sharpshooter specializing in ricochets and trickshots.
Name Description Cooldown/Cost Action Type
Tier 1
Marked Shot A DEX attack dealing 1d2/1d4/1d6 damage based on their points in Gunslinger. The Gunslinger uses a 6-round cylinder; the sixth round deals double damage, after which they must Reload before attacking again. No Cooldown Attack
Full Cylinder The Gunslinger performs a standard Reload, preparing their weapon for the next 6 rounds. No Cooldown Action
Tier 2
Trick Shooter The Gunslinger's Marked Shots can ricochet, allowing them to either deal half damage to a second target, or bypass Line of Sight (attacking at Disadvantage in either case). N/A Passive
Quick Draw A rapid, practiced reload grants the Gunslinger 3 rounds immediately. 3 Turns Free Action
Tier 3
The First Draw Spending all remaining rounds, the Gunslinger unloads them in a rapid succession of Marked Shots against a single target. All but the last attack are made with Disadvantage. Once per Week Action
Fast Hands When a Marked Shot misses, the Gunslinger may choose to discard an additional round. No Cooldown Reaction
Artillerist
A specialized long-range crowd controller, the Artillerist uses powerful weaponry to barrage the enemy with areas of effect, inflicting knockback and debilitating effects from afar.
Name Description Cooldown/Cost Action Type
Tier 1
Seige Shot A heavy STR attack dealing 1d8/1d10/1d12 damage based on their points in Artillerist. Due to the weapon's size, this attack cannot be used in the same turn as moving. No Cooldown Attack
Concussive Volley The Artillerist fires a volley at a 3x3 area, making a STR vs SCR attack roll for all targets. This deals no damage but inflicts Dazed. 2 Turns Action
Tier 2
Blast Radius The Artillerist's high-explosive ordnance causes attacks to deal half damage to adjacent targets (including a missed primary target) and knocks them away from the primary target by 1 block. N/A Passive
Shrapnel Payload Fires a specialized volley at a 3x3 area that deals no damage but knocks all targets out of the area, creating Difficult Terrain for the remainder of combat. Two charges, 2 Turn Cooldown Action
Tier 3
Pinpoint Barrage The Artillerist launches three Siege Shots simultaneously, but becomes Dazed until the end of their next turn from the backblast. Once per Week Action
Overloaded Rounds When the Artillerist knocks a target back, they may choose to double the distance of the knockback. No Cooldown Reaction
Ranger
A classic ranged combatant, the Ranger specializes in consistent damage and applying control effects with specialized arrows and shots, focusing on high precision.
Name Description Cooldown/Cost Action Type
Tier 1
Hunter's Shot A measured STR attack dealing 1d8/1d10/1d12 damage based on their points in Ranger. The Ranger targets weak points, dealing the enemy's CON attribute as flat bonus damage. No Cooldown Attack
Tanglefoot Shot The Ranger fires a specialized shot, making a STR vs SCR attack roll. If successful, it Restrains the target. Once per Combat Action
Tier 2
Precise Aim The Ranger's attacks are highly accurate, and ignore up to 2 points of the target's Damage Reduction. N/A Passive
Suppressive Fire The Ranger targets a 5x5 area within range. Make a STR vs DEX attack against anyone caught in the area, dealing half of a normal Hunter's Shot's base damage to anyone hit. Once per Combat Action
Tier 3
The Killing Blow The Ranger winds up for 1 turn. If they are undamaged by the start of their next turn, they make an Attack that deals a flat 16 damage and cannot miss. Taking damage before the attack puts the ability on cooldown until the end of combat. Once per Week Action
Feral Trap When an enemy moves to a block within melee range of the Ranger, they may immediately Restrain them. Once per Combat Reaction

Accreditation
Writers Bimberi
Processors AWildRhia, Vulpes_Pulpes, NancyBrown, Marytha
Last Editor Bimberi on 03/28/2026.