------------------------------------ --- Lilliputian Rolling Fortress --- ------------------------------------ ************* *** Start *** ************* Start - multiply your HP by 4/3 after other permanent effects; doesn't have the default move ability of paying 1 action to move 1 space all units taken onto the board using payload start off inside the Lillipution Rolling Fortress and may only move out of it using deploys; Mini-Move - pay 1 action: make a small move, you may not use this more than once per turn; Move - use 1 turn: move 1 space Gain Deploy - pay 1 action: gain 1 deploy; deploys may not be accumulated between turns and are lost at the end of your turn Do Deploy - X deploys: summon 1 unit adjacent to the lillipution rolling fortress from payload where X is the number of deploys required by the unit ******************* *** Size Levels *** ******************* 0g Size Level 0 - 10 payload 4g Size Level 1 - 15 payload 7g Size Level 2 - 20 payload 14g Size Level 3 - 25 payload 16g Size Level 4 - 30 payload 23g Size Level 5 - 35 payload ******************** *** Quick Levels *** ******************** 0g Quick Level 0 - gain 1 action per turn 6g Quick Level 1 - gain 2 actions per turn 10g Quick Level 2 - gain 3 actions per turn 15g Quick Level 3 - gain 4 actions per turn ************* *** Units *** ************* you may purchase multiple of each unit; by default units occupy only 1/4 of a space (1/2 of a space in each direction); a 'small move' allows a unit to move 1/2 of a space; ---Nuclear Explosion--- causing a nuclear explosion on a space does this: kill or destroy all characters, walls, and barriers at 0 radius, 10 damage 2 pushback at 1 radius, 5 damage 1 pushback at 2 radius, 2 damage at 3 radius, 1 damage at 4 radius, explosive type, 0g Carrier - uses 5 payload; needs 1 deploy; 3 HP; gains 1 action per turn; pay 1 action: move 1 space; may carry gold 1g Musketeer - uses 2 payload; needs 1 deploy; 2 HP; gains 1 action per turn; pay 1 action: move 1 space pay 1 action: 1 damage, 1 range, ballistic type; 2g Infantry - uses 2 payload; needs 1 deploy; 4 HP; gains 1 action per turn; pay 1 action: move 1 space; pay 1 action: 2 damage, 1 range (1 diagonal) 4g Exoskeleton - uses 3 payload; needs 1 deploy; 6 HP; gains 2 actions per turn; pay 1 action: move 1 space pay 1 action: 2 damage, 1 range (1 diagonal); pay 1 action: 3 damage 1 pushback, 4 range, explosive type, this may not be used more than once per board by each exoskeleton; 2g Commando - uses 1 payload; needs 1 deploy; 3 HP; gains 1 action per turn; Hide 4 range LOS; may carry up to 5 satchel bombs; pay 1 action: move up to 2 spaces; pay 1 action: place a satchel bomb at 0 range, if you are hiding you do not stop hiding and the satchel bomb is also hidden; pay 1 action: set off any satchel bomb that you placed, the satchel bomb is destroyed, if it is a normal satchel bomb it deals 6 damage at 0 radius, 3 damage at 1 radius, explosive type, if it is a nuclear satchel bomb it causes a nuclear explosion on that space 5g Tank - uses 4 payload; needs 1 deploy; 12 HP; gains 1 action per turn; pay 1 action: move a space; pay 1 action: 2 damage 1 pushback, 1 damage at 1 radius, 3 range, explosive type; 2g Artillery - uses 2 payload; needs 1 deploy; 2 HP; gains 1 action per turn; pay 1 action: 5 damage, 7 range (1 diagonal); pay 1 action: 1 small move 5g LRM Launcher - uses 3 payload; needs 1 deploy; 4 HP; gains 1 action per turn; may carry up to 2 nuclear warheads; pay 1 action: move a space; pay 1 action: 2 damage 1 pushback, 1 damage at 1 radius, 4 range, explosive type; pay 1 action, consume a nuclear warhead: causes a nuclear explosion at target space, 4 range; 4g Bomber - uses 4 payload; needs 1 deploy; 4 HP; gains 3 actions per turn; occupies a full space; evasion 1/2; this is always flying; may carry up to 2 gravity bombs; you must move at least 1 space per turn; you may not voluntarily move onto the space you were just on; pay 1 action, move a space; pay 1 action: undeploy bomber if it is on same space as its deployer; pay 0 actions, consume 1 gravity bomb: 6 damage, 2 damage 1 pushback at 1, 0 range, explosive type, this does not damage flying characters; pay 0 actions, consume 1 nuclear gravity bomb: cause a nuclear explosion on that space that doesn't impact flying characters 8g Heavy Bomber - uses 7 payload; 8 HP; may carry up to 3 gravity bombs; all other abilities and statistics are the same as the Bomber 10g Stealth Bomber - uses 5 payload; 5 HP; gains 4 actions per turn; evasion 2/3; hide 2 range LOS; all other abilities and statistics are the same as the Bomber 3g Transport Plane - uses 2 payload; needs 1 deploy; 8 HP; gains 3 actions per turn; may carry up to 6 payload; this is always flying; evasion 1/2; occupies a full space; pay 1 action: move a space; pay 1 action: make 1 deploy; 10g Militious Treasure Hunters - uses 5 payload; needs 1 deploy; 8 HP; gains 2 actions per turn; pay 1 action: move a space; pay 1 action: 1 damage, 1 range (1 diagonal), ballistic type; may carry gold 8g Tezla Coil - uses 5 payload; needs 2 deploys; 7 HP; occupies a full space; use 1 turn: 2 damage, 3 range LOS, stun, electric type 34g Monster Tank - uses 15 payload; needs 3 deploys; 28 HP; gains 1 action per turn; occupies a full space; pay 1 action: move a space; pay 1 action: 6 damage 1 pushback, 2 damage at 1 radius, explosive type; pay 1 action: 1 damage per shot, fires 3 shots, 4 range LOS, ballistic type, each shot must target a space that is adjacent to another shot or on the same space as another shot 15g Jump Armor - uses 3 payload; needs 1 deploy; 8 HP; gains 3 actions per turn; hide 8 range LOS; is flying when deployed; pay 1 action: move a space; pay 1 action: 3 damage, 5 range, energy type; pay 1 action: you are now levitating and not flying; pay 1 action: if you are levitating and not flying you are now flying; pay 1 action, if you are levitating and not flying you are no longer levitating; ****************** *** Explosives *** ****************** all explosives are one use 1/2g Gravity Bomb - uses 1/3 payload; may be transferred to a bomber being deployed from the same deployer that is carrying this; 7g Nuclear Gravity Bomb - uses 1 payload; may be transferred to a bomber being deployed from the same deployer that is carrying this; is also considered to be a gravity bomb; 1g Satchel Bomb - uses 1/2 payload; needs 1 deploy; may be transferred to a commando being deployed from the same deployer that is carrying this or deployed normally; only requires deploys if deployed alone; 8g Nuclear Satchel Bomb - uses 2 payload; needs 1 deploy; may be transferred to a commando being deployed from the same deployer that is carrying this or deployed normally; only requires deploys if deployed alone; is also considered to be a Satchel Bomb; 6g Nuclear Warhead - uses 1 payload; needs 1 deploy; may be transferred to a LRM launcher being deployed from the same deployer that is carrying this; *************** *** Weapons *** *************** 0g Dagger - pay 1 action: 1 damage, 1 range, melee type 3g Cannon - pay 1 action: X damage Y pushback, Z damage at 1 radius, W damage at 2 radius, A range, explosive type, ballistic type; you may only purchase this once 8g Autocannon - uses 3 payload; your cannon now costs 2 actions and fires 3 shots; cannot be used with upgrade levels 2 or more 10g Dual Cannons - uses 3 payload; you may fire your cannon an extra time in a turn for 2 actions; this may not be used with autocannon; this may not be purchased twice ***************************** *** Cannon Upgrade Levels *** 0g Cannon Upgrade Level 0 - X = 2, Y = 0, Z = 0, W = 0, A = 5 5g Cannon Upgrade Level 1 - X = 3, Y = 0, Z = 0, W = 0, A = 5 10g Cannon Upgrade Level 2 - X = 3, Y = 1, Z = 1, W = 0, A = 7 14g Cannon Upgrade Level 3 - X = 4, Y = 1, Z = 2, W = 0, A = 7 20g Cannon Upgrade Level 4 - X = 4, Y = 2, Z = 3, W = 1, A = infinite