Exploding Mill Wheel (Level 3 Siege Engine Artillery)¶
A massive wooden wheel is loaded with explosives and rolled toward enemy forces or fortifications, ready to explode.
- EV: 10
- Stamina: 25
- Size: 2
🌀 Deactivate
As a maneuver, a creature adjacent to an exploding mill wheel that isn't rolling can make an Agility test.
- ≤11: The creature accidentally activates the Roll the Wheel ability.
- 12-16: The exploding mill wheel is deactivated but the creature is slowed (EoT).
- 17+: The exploding mill wheel is deactivated and can't be used.
Once the wheel is rolling, it can't be deactivated. However, it can be exploded early by destroying it or blocking its movement with a suitably large creature or object.
🌀 Roll the Wheel
Area Main action (Adjacent creature) 📏 Special 🎯 Each creature and object in the area Effect: When this ability is used and at the start of every turn thereafter, the exploding mill wheel rolls, moving 2 squares in a straight line. Each creature and object of size 2 or smaller in the area defined by the wheel's movement is targeted by the following power roll. A target force moved this way is moved to either side of the wheel, as the Director determines.
Power Roll + 2:
- ≤11: 5 damage; push 1
- 12-16: 9 damage; push 2
- 17+: 12 damage; push 3
If the wheel enters the space of any creature or object of size 3 or larger, or if it is reduced to 0 Stamina, its movement stops and it explodes. Each creature and object in a 5 burst centered on the wheel is targeted by the following power roll.
- ≤11: 5 damage; push 1; M < 0 burning (save ends)
- 12-16: 9 damage; push 2; M < 1 burning (save ends)
- 17+: 12 damage; push 3; M < 2 burning (save ends)
A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the end of each round.
⭐️ Upgrade
Piloted (+4 EV) The wheel has been fitted with a control mechanism and a pilot's seat for a creature of size 1M or smaller. As a move action, the pilot can turn the wheel in any direction while it is moving. As a main action, the pilot can leap out of the pilot's seat, landing in an adjacent space while the wheel continues moving in a straight line.
Without proper training, determining how to pilot the wheel requires a Reason test.
- ≤11: The wheel immediately explodes as if striking a size 3 or larger creature or object.
- 12-16: The creature fails to pilot the wheel.
- 17+: The creature can pilot the wheel.
On a natural 19 or 20, a creature can both pilot the wheel and can disarm its explosives as a maneuver.