Path of the Artillery Tinker

*“You need something to go boom, kerpow, ratta tat tat, you name it, you gimme a call.”*

**Requirements**: Explosive Charge (Tinker)

**Path Completion Bonus**: +1 Intelligence OR +1 Technology

## Core Abilities

**Artillery Expert**

**Cost**: 300 XP

**Expedited for**: Craft

**Activation**: Passive

For every 4 abilities purchased in the Path of the Artillery Tinker, all firearms and explosives you attack with gain 1 meter range. For every 8 abilities purchased in the Path of the Artillery Tinker, all explosives deal an additional 1d6 damage.

**Double Barrel**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 3

*Reload only half the time!*

This modification for a ranged weapon allows it to fire using only 1 Action. However, after firing twice, you must spend 1 Action reloading it in order to use it again.

**Triple Barrel**

**Prerequisite**: **Double Barrel**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 6

This modification for a ranged weapon allows it to fire using only 1 Action. However, after firing three times, you must spend 1 Action reloading it in order to use it again. This modification cannot be used in combination with **Double Barrel**.

**Six Shooter**

**Prerequisite**: **Triple Barrel**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 9

This modification for a ranged weapon allows it to fire using only 1 Action. However, after firing six times, you must spend 1 Action reloading it in order to use it again. This modification cannot be used in combination with **Double Barrel** or **Triple Barrel**.

**Handheld Centrifugal Revolver**

**Prerequisite**: **Six Shooter**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 18

The centrifugal gun is capable of firing at very fast speeds. This two-handed gun uses Wisdom as its weapon attribute, and has a range of 3 \* TEK meters. The drum magazine holds a great number of bullets, treated as 60 bursts. On the first Round of firing, it shoots 3 bursts. On the second Round, it fires 6 bursts, and every consecutive Round after that, the gun fires 9 bursts. Each burst can choose any target within a 2 width cone. Roll only once for all bursts used in a single attack action. Every burst deals 1d6 damage. Reloading the magazine requires 12 Actions or 1 minute.

**Hollowpoint Round**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 1

This specialized ammo can be fired from any ranged weapon. The damage roll for this bullet is halved; however, after Armor reduction, the damage received is multiplied by 3.

**Anti-Personnel Round**

**Prerequisite**: **Hollowpoint Round**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 2

This specialized ammo can be fired from any ranged weapon. The damage roll for this bullet is halved; however, after Armor reduction, the damage received is multiplied by 5.

**Armor-Piercing Shell**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 1

This specialized ammo can be fired from any ranged weapon. This attack ignores 2 \* TEK Armor.

**Anti-Titan Shell**

**Prerequisite**: **Hollowpoint Round**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

This specialized ammo can be fired from any ranged weapon. This attack ignores all Armor.

**Rocket Launcher**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 3

This large two-handed firearm rests on one shoulder and is capable of firing rockets built from the Path of the Artillery Tinker. The range for rockets is 9 + TEK meters. The **Rocket Launcher** uses Wisdom as its weapon attribute.

**Lil’ Boomer**

**Prerequisite**: **Rocket Launcher**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 1

This rocket is ammunition for the **Rocket Launcher**. Upon impact, it deals 2d6 damage to the target and 1d6 damage to all adjacent hexes.

**Big Boomer**

**Prerequisite**: **Lil’ Boomer**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 6

This rocket is ammunition for the **Rocket Launcher**. Upon impact, it deals 6d6 damage to the target and half as much to everything within Radius 3. The explosion deals triple damage against the environment.

**Scatter Rocket**

**Prerequisite**: **Rocket Launcher**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

This rocket is ammunition for the **Rocket Launcher**. Upon impact, it deals 1d6 damage three times to everything within Radius 2 of the target.

**Leaning Rocket**

**Prerequisite**: **Rocket Launcher**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

This rocket is ammunition for the **Rocket Launcher**. The rocket is heat-sensitive, gaining 5 \* TEK Accuracy against targets that generate heat. Upon impact, it deals 4d6 damage to the target and half as much to all adjacent hexes.

**Infrared-Guided Homing Rocket, “Pigeon Rocket”**

**Prerequisite: Leaning Rocket**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 9

This rocket is ammunition for the **Rocket Launcher**. The rocket uses an infrared guiding system to find the target and is capable of leaning around cover to attack a target. This rocket gains 10 \* TEK Accuracy and can attack targets out of line of sight as long as there is a path from the shooter to the target no longer than the maximum range of the **Rocket Launcher**. Upon impact, it deals 8d6 damage to the target and half as much to adjacent hexes.

**Blast Charge**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 3

This plantable explosive sticks to a surface and is capable of detonating remotely as far as 3 \* TEK meters away from a controller held by the user as a Reaction. The **Blast Charge** can be crafted as either targeted or widespread. As a targeted explosion, the explosion is powerful but extremely short-ranged, which can destroy the hinges of a door or disable an automaton if the user knows how the automaton is controlled. As a widespread explosion, the charge deals 4d6 damage to an entire hex.

**Mortar**

**Prerequisite**: **Rocket Launcher**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 12

This rocket launching device sits on the ground and has dials to adjust its aim. The mortar can launch ammunition for the **Rocket Launcher** as far as 15 \* TEK meters away. Aiming the **Mortar** requires 2 Actions; firing the **Mortar** requires another 2 Actions. By aiming the **Mortar**, designate a hex within range for the strike to occur. The shot will reliably unavoidably directly hit everything on that hex. The ammunition is launched into the air for a full Round before coming down at the start of your next turn. The ammunition strikes your target aerially, thus avoiding most covers.

**Dynamite Bomb, “Crater Maker”**

**Prerequisite**: **Big Boomer**

**Cost**: 600 XP

**Expedited for**: Craft

**DC**: 20

This mega-sized rocket creates a devastating blast. This ammunition must be fired from a **Mortar.** Upon exploding, this bomb deals 12d6 damage to all targets within 6 meters of the blast site. Targets between 6 and 30 meters take 6d6 damage. This explosive often destroys most objects within range. Exposure to this blast, even as far as a hundred meters away, can cause minor irradiation.

**Explosives Mastery**

**Prerequisite**: **Dynamite Bomb, “Crater Maker”**

**Cost**: 700 XP

**Expedited for**: Craft

**Activation**: Passive

All explosives you create from the Path of the Artillery Tinker deal an additional TEK damage to all targets. Additionally, all explosives that list a blast radius are extended by 1 meter (for explosives which list multiple radii, this affects the outermost one).

**Compact Powder**

**Cost**: 300 XP

**Expedited for**: Craft

**Activation**: Passive

All ammunition Designs you build in the Path of the Artillery Tinker have their Bulk halved.

**Gun Repair Kit**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 6

This kit simplifies the maintenance of firearms. While you have this Design readily available, the Bulk of all firearms in your party's possession is reduced by half. If a firearm is a Path of the Artillery Tinker Design, it is instead reduced by two-thirds. This can reduce a weapon's Bulk to a minimum of 1.

## Course of Combat

**Grenade Launcher**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Combat, **Rocket Launcher**

**Cost**: 500 XP

**Expedited for**: Craft

**Activation**: Passive

Your **Rocket Launcher** can also fire Grenades. Grenades launched by the **Rocket Launcher** use your TEK instead of STR for determining range.

**Pyrotechnic Grenade**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

Expedited for: Craft

**DC**: 1

This Grenade creates loud noise and fireworks shooting high into the air. Any creature within 30 meters who is concentrating to maintain a spell or effect must succeed a DL 12 + TEK Strength check to continue concentrating.

**Scatter Bomb**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

This Grenade deals 1d6+WIS damage three times to the target and everything in a 2 meter radius.

**Grenadier**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited for**: Craft

**Activation**: Passive

You can craft any standard Grenade. Grenades you craft have a DC equal to their market price divided by 10, rounded up. Grenades you craft expire at the next Rest and cannot be sold.

**Huge Booms**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited for**: Craft

**Activation**: Passive

Grenades you craft gain 1 extra meter in radius and +TEK damage to all targets.

## Course of Surroundings

**Advanced Targeting**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings, **Rocket Launcher**

**Cost**: 500 XP

**Expedited for**: Craft

**DC**: 4

This Design upgrades your **Rocket Launcher** to navigate around Cover. Whenever you attack a target behind Cover, if there exists a simple arc path between you and your target, ignore the Cover.

**Shatter Bomb**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings, **Rocket Launcher**

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 3

This Grenade deals 2d6+WIS damage to the target and half as much to everything in a TEK meter radius. Additionally, until the end of the Encounter, all affected hexes are rough. If an affected hex was already rough, it becomes very rough.