Artillery Jockey Skills

 
Inherent Skills:
Elemental Rounds Inherent Active
The arm cannon can freely switch between elements to change the elemental properties of the Artillery Jockey’s skills. Elemental rounds will deal slightly less damage but offer a wide range of possibilities in attacks. Whenever a skill is used with an elemental round, a 1d6 is rolled for each hit target, except when using the earth element.
No Element - Damage is increased by 3.
Fire Element - Chance to cause Burning on a 1d6 roll of 5-6.
Wind Element - Chance to cause 1 stack of Bleeding on a 1d6 roll of 4-6.
Lightning Element - Chance to cause Staggered on a 1d6 roll of 5-6.
Earth Element - All hit units are Knocked Back by Spirit Modifier*5’.
Water Element - Chance to cause Poisoned on a 1d6 roll of 5-6.

Basic Skills:

Explosive Shot Basic Active - Offensive
Shoot an explosive shot at a target to deal damage in an area upon impact.
Attack Type: Magical Property: Single Target, Impact Line, Splash AoE
FP Cost: 2 FP Range: 15’ - 50’
Cool Down Category: None
Combat Effects: Deals 1d8 + MDMG magical damage. This skill deals element is dependent on the elemental round equipped. Also deals damage to all units adjacent to the target.
Other Effects: This skill is capable of destroying wooden objects.

Force Punch Basic Active - Offensive
Forcefully punch a foe with your cannon to knock them away.
Attack Type: Physical Property: Single Target
FP Cost: 2 FP Range: 0’ - 5’
Cool Down Category: None
Combat Effects: Deals 1d6 + MDMG physical damage. The target is Knocked Back by Spirit Modifier*5’. This skill cannot use an elemental round.

Multi-Fire Basic Active - Offensive Buff
Hunker down to fire several shots at once.
Attack Type: None Property: Target User
FP Cost: 3 FP Range: None
Cool Down Category: A
Effect: You may perform up to 3 Normal Attacks in a single Main Action this turn. You must skip your Move Phase in order to use this skill. You may use elemental rounds for these Normal Attacks.

Piercing Shot Basic Active - Offensive
Fire a shot that passes through your foes before it dissipates.
Attack Type: Magical Property: Pass-Through Line AoE
FP Cost: 2 FP Range: 15’ - 50’
Cool Down Category: A
Combat Effects: Deals 1d6 + MDMG magical damage to all units in a straight line within range. This skill’s element is dependent on the elemental round equipped. Ignores Defense.

Primed and Ready Basic Active - Buff
Prime your cannon and prepare it to deal increased damage.
Attack Type: Magical Property: Target User
FP Cost: 3 FP Range: None
Buff Duration: 3 rounds Cool Down Category: C
Effect: Magic Damage +6. You may use this skill as a Quick Action, or you may move your entire Movement Speed during your Move Phase and still use this skill as your Main Action.

Scoped Vision Basic Active - Buff
Hunker down and scope your vision to increase the range of your attacks.
Attack Type: None Property: Target User, Special - Interrupt
FP Cost: None Range: None
Cool Down Category: None
Effect: You may not use Scoped Vision if you performed a Move Action this turn. Increase the range of your next Active - Offensive skill by 20’, but increase the minimum range of the skill by 20’ as well. You may pay 2 FP to increase your Accuracy for that skill by 1.

Advanced Skills:

Cluster Bomb Advanced Active - Offensive
Shoot a bomb into the air that separates into smaller bombs to cause explosions in a large area.
Attack Type: Magical Property: Ground-Targeted AoE
FP Cost: 5 FP Range: 15’ - 50’
Cool Down Category: A
Combat Effects: Deals 2d6 + MDMG magical damage to all units in a circular area with a 15’ radius. This skill’s element is dependent on the elemental round equipped.
Other Effects: This skill is capable of destroying wooden objects.

Double Charge Advanced Active - Offensive Buff
Prepare your cannon for the next attack to double its devastation.
Attack Type: Magical Property: Target User
FP Cost: 4 FP Range: None
Cool Down Category: A
Effect: The next time you use a skill, you may use it again in the same turn regardless of Cool Downs. Double Charge cannot be used on a Daily skill.

Healing Field Advanced Active - Defensive Buff
Create a large healing field around yourself for your allies.
Attack Type: Magical Property: Target Party, Point-Blank AoE
FP Cost: 6 FP Range: None
Buff Duration: 4 rounds Cool Down Category: C
Effect: Creates a circular healing field with a radius of 10’ around you. Heals for Target Level + Target Vitality Mod upon cast and at the beginning of each round. The healing field stays in a static location after being cast.

Homing Blaster Advanced Active - Offensive
Home in on multiple targets and fire explosive shots at them.
Attack Type: Magical Property: Multi-Target, Splash AoE
FP Cost: 6 FP Range: 15’ - 50’
Cool Down Category: B
Combat Effects: Deals 2d6 + MDMG magical damage to up to 4 units. Also deals damage to all units adjacent to the targeted units. This skill’s element is dependent on the elemental round equipped.

Impact Blast Advanced Active - Offensive
Fire a single, powerful blast of energy at a foe.
Attack Type: Magical Property: Single Target, Impact Line
FP Cost: 4 FP Range: 15’ - 50’
Cool Down Category: B
Combat Effects: Deals 3d8 + MDMG magical damage. This skill’s element is dependent on the elemental round equipped. Increase your die roll by Spirit Modifier divided by 3 when using an elemental round. If the elemental round is Earth, increase the Knockback by 50% instead.
Other Effects: This skill is capable of destroying stone objects.

Over Dosage Advanced Active - Offensive Buff
Forcefully apply an extra element to a single attack.
Attack Type: Magical Property: Target User, Special - Interrupt
FP Cost: 4 FP Range: None
Cool Down Category: A
Effect: Apply an extra element to your next Active - Offensive Skill. The secondary effects of all elements applied to that skill are guaranteed to occur. You may use an Active - Offensive Skill after using this skill.

Spread Shot Advanced Active - Offensive
Fire a powerful, short-range attack that hits all targets in a wide cone.
Attack Type: Magical Property: Cone AoE
FP Cost: 4 FP Range: 0’ - 20’
Cool Down Category: A
Combat Effects: Deals 2d8 + MDMG magical damage to all units within range in a 90-degree cone. This skill’s element is dependent on the elemental round equipped.

Daily Skills:

Full Burst Daily Active - Offensive
Create an intense blast of energy at point blank range.
Attack Type: Magical Property: Single Target
FP Cost: None Range: 0’ - 5’
Cool Down Category: D
Combat Effects: Deals 3d10 + 20 + MDMG magical damage. This skill’s element is dependent on the elemental round equipped. The target is Knocked Back by Spirit Modifier*10’. If the earth elemental round is chosen for this skill, the Knockback is increased to Spirit Modifier*20’. Damage caused by Knockback may exceed the damage caused by this skill.
Overflow Bonus: 10 HP cost - Damage +2d10 + 10. This skill cannot be evaded. Knocks Back units that normally cannot be Knocked Back. Ignores Defense.
Other Effects: This skill is capable of destroying stone objects.

Over Element Daily Active - Offensive
Blast a large area with every element in your arsenal.
Attack Type: Magical Property: Ground-Targeted AoE
FP Cost: None Range: 15’ - 50’
Cool Down Category: D
Combat Effects: Deals 3d8 + 16 + MDMG magical Fire, Wind, Lightning, Earth, Water damage to all units in a circular area with a 20’ radius. If a hit unit has a weakness to at least one element and resistance to none of the others, this skill deals double damage. If a hit unit has a weakness to at least one element and resistant to at least one other, this skill deals normal damage. If a hit unit has no weakness to any of the elements and is resistant to at least one, this skill deals half damage. Units that are immune to or absorb one of the elements are treated as resistances instead. All hit units are Knocked Back by Spirit Modifier*5’. Roll 1d6 for each hit unit. On a result of 3-6, that unit is now Staggered, Burning, Poisoned, and gains 3 stacks of Bleeding.
Overflow Bonus: 8 HP cost - Damage +3d8. Knockback increased to Spirit Modifier*10’. Staggered, Burning, Poisoned, and Bleeding now triggers on a 2-6. Ignores elemental resistances and immunities.
Other Effects: This skill is capable of destroying wooden objects.