11.02.2012

E1M4: ASTRAL AMBUSH




Computer Consoles, Lockers, Blue Power Core: Blocking terrain.
Blue Command Chair: Difficult terrain.
Humiliation (Hull Breach): A creature rolling a natural 1 on an attack roll creates a tiny puncture in the starship's hull and the triggering creature and each adjacent creature must make a saving throw. On a failure, the creature affected is sucked into the vacuum of space and dies. The puncture then seals with debris.


Killing Spree                                 Terrain Power
At-Will (1/turn)
Trigger: You reduce 2 or more enemies with at least 1 hit point to 0 hit points or fewer during the same turn.
Effect (Free Action): Gain an action point. You may spend more than one action point per encounter, but only one action point per round.

Respawn                                 Terrain Power
At-Will (teleportation)
Trigger: You start your turn dead, dying or begin your first turn of the encounter.
Effect (No Action): If you are dying, you die. You regain all hit points and healing surges, remove all failed death saves and conditions, refresh all encounter powers and power points, and teleport to transporter pad of your choosing. If the destination square is occupied, that creature dies.

Transporter Pad         Terrain Power
At-Will + teleportation (1/turn)
Trigger: You move onto a transporter pad.
Effect (No Action): You teleport to any unoccupied square.
Special: You do not need line of sight or line of effect to the teleport destination.

Forced Transport                       Terrain Power
At-Will + teleportation
Trigger: You push, pull, or slide a creature onto a transporter pad.
Target: The creature that you pushed, pulled, or slid.
Effect (No Action): You teleport the target to any unoccupied square.
Special: You do not need line of sight or line of effect to the teleport destination.

Transporter Room (Green Section)

Site-to-Site Transport                        Terrain Power
At-Will + teleportation
Requirement: You must be adjacent to the transporter room computer console.
Move Action
Effect: You teleport one creature to a random teleport pad. If the teleport pad is occupied, that creature dies.
Special: You do not need line of sight or line of effect to the target or destination.

Cockpit (Orange Section)

Nerve Gas Released                        Terrain Power
At-Will + poison
Requirement: You must be in the blue command chair.
Standard Action
Target:
 Each creature in a 3x3 section of the starship (cockpit, armory, corridor, power core, transporter room).
Attack: +6 vs. Fortitude
Hit: 10 poison and 10 necrotic damage.
Miss: 5 poison and 5 necrotic damage.

Power Core (Blue Section)

Plasma Shield Battery                        Terrain Effect
Creatures starting their turn adjacent to the plasma shield battery gain 10 temporary hit points.

Armory (Red Section)

Weapon's Locker                        Terrain Power
Single Use (6 / Encounter)
Requirement: You must be in the armory.
Minor Action (1/turn)
Personal
Effect: Gain a random Match Weapon from those listed below. Each starship carries only one of each Match Weapon. Unless described otherwise on the card, all Match Weapons are 5 lb. objects that do not require free hands to use.

Plasma Rifle                                    Magic Item
Wondrous Item
At-Will + fire, lightning
Standard Action
Attack: Ranged 10 (one creature); +6 vs. Reflex; Make this attack up to 5 times.
Hit: 5 fire and lightning damage.

BFG 9000                                    Magic Item
Wondrous Item
Encounter + radiant
Minor Action
Effect: If you are alive and still holding the BFG 9000, make the following attack  at the start of your next turn:
   Attack: Area burst 2 within 10 (creatures in burst); +6 vs. Fortitude
   Hit: 2d12 + 25 radiant damage.
   Miss: Half damage.
   Aftereffect: Recharge this power at the start of your next turn.

Rocket Launcher                                    Magic Item
Wondrous Item
Encounter + fire, thunder
Standard Action
Attack: Area burst 1 within 10 (creatures in burst); +8 vs. Armor Class
Hit: 6d6 fire and thunder damage
Miss: Half damage
Minor Action: Recharge this power.

Psychic Dominator                                    Magic Item
Head Item
At-Will + psychic
Trigger: An enemy ends its turn adjacent to you.
Attack (Immediate Reaction): Melee 1 (the triggering creature); +6 vs. Will
Hit: 5 psychic damage and the target is stunned until the end of their next turn.

Aperture Science Handheld Portal Gun            Magic Item
Wondrous Item
At-Will + teleportation
Minor Action
Close burst 10
Target: One or two squares in burst.
Effect: The target becomes a transporter pad until the end of the encounter or you use this power again.

Zero Point Energy Field Manipulator            Magic Item
Wondrous Item
At-Will
Move Action
Close burst 10
Target: One creature in burst.
Effect: You push or pull the target up to 10 squares and the target is knocked prone.

9 comments:

  1. Hmm...the orange section powers refer to the "blue command chair." Where exactly is the blue command chair?

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  2. The blue command chair is in the center of the section, surrounded by all five computer consoles and displays (which are blocking terrain).

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  3. I think you ought to modify the transporter controls to 1/turn so that you don't get an easy double kill by (Move: TP enemy to pad, Standard: TP enemy to pad, AP: TP enemy to pad)

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    Replies
    1. Nope, that's intentional. If it's 1/turn, it's not going to really be all that great. I *want* the transporter to be unbalanced, broken, and a little unfair. It also encourages Defender and Controller builds (as opposed to Strikers), a problem I know youve run into ince or twice ;)

      BTW, thanks for the input and I hope to see you in a match soon!

      Delete
  4. If you die to you drop a weapon you had picked up?

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    Replies
    1. Dead dungeoneers drop their held items, which can be picked up as a minor action and weigh like 5 lbs. or something.

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  5. The Site-To-Site transport is poorly worded regarding who can be targeted.

    If I can teleport one creature onto a teleport pad, and I don't need line of sight or line of effect to the creature, next turn I'm bringing in Tiamat. What's to stop me from teleporting in a player who hasn't had their first turn?

    I suspect that defining a range of "within the ship's hull" would help, or saying a creature "you can see".

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    Replies
    1. I think we can all agree that "things not in the match" are invalid targets.

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  6. The Power Core isn't listed as blocking terrain (or even that you can't stand on it) but it's implied that you can't stand on it because the associated power says "adjacent".
    Can you clarify that? Is it blocking terrain (a pillar or whatever) or is it just something on the ground?

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