(Note: to avoid confusion for the QMs, there are
two explicit questions for them in this post, both of which have mentions next to them. Everything else is just comments.)
Hazō completes the Remote Explosive Rune!
Mechanics:
The blank is 5x larger (i.e., consumes 5x more substrate) than an equivalent explosive rune and can be made in the same sizes as an explosive rune (puffer, training, full strength). It is shaped like a point-type crystal instead of being approximately spherical.
At infusion time, the creator chooses a distance to target, which can be anything up to 1 mile. This is the maximum range that the rune can fire, not a fixed distance. (In general you will probably always choose the 1 mile range but you have the option to choose shorter if, e.g., you are giving the rune to someone else and want to disguise its full capability.)
Activating the rune is a Standard action. Upon activation, the air within 3 zones of the rune starts to faintly ripple and warp and there is a clearly audible hum that steadily builds in intensity. Shortly thereafter, the rune triggers, and the effects of an explosive rune occur within a zone in front of the crystal's point and distance-to-target away.
The rune can be slowly rotated in three dimensions in order to change the target zone. It will typically require at least a Standard action to get it rotated and on target and may require several such actions.
The rune can fire up to 3 times and then burns out. It deactivates after firing, meaning you need to reactivate it for each new shot. [The rate of fire is still under QM discussion]
Sighting in the rune requires at least one practice shot. When you initially fire it, you choose a zone within the range and flip a coin. If the coin lands heads then you hit the target zone. If it lands tails then it hits a randomly-selected adjacent zone. The shot-drift is consistent for a specific rune so once you have done the sighting shot you can always hit the target zone even when retargeting. Each individual rune must be sighted separately.
The rune requires line of effect but not line of sight. That means you can shoot through (e.g.) the canopy of a forest but not through (e.g.) a Force Dome.
My enthusiasm for this has been dampened somewhat by the fact that I am a. ill and b. somewhat upset about the prep day mechanics change. (I understand why it was needed, but as someone who started participating in the quest because I wanted to see whether a rune idea I had would work, had that idea voted into plans but not prepped for one reason or another, and repeatedly refrained from pushing for it in other cycles in favour of more immediately useful difficulty checks, it is ...
unpleasant to realize that I now may never find out whether it works because of the increased investment needed.) However, let's take a look anyway!
At infusion time, the creator chooses a distance to target, which can be anything up to 1 mile. This is the maximum range that the rune can fire, not a fixed distance. (In general you will probably always choose the 1 mile range but you have the option to choose shorter if, e.g., you are giving the rune to someone else and want to disguise its full capability.)
This is really good. A big question about this rune was what the range would be, and a mile is definitely on the high end of what it could have been. In particular, it's probably enough to set them up without being spotted by Akatsuki. (
Probably. Depends on whether Hidan needs to explicitly activate his blood tracking ability. And on what Kisame's chakra-sensing range is. And on whether Itachi sends Crow summons ranging out this far as a matter of policy - though SCSA might solve that issue.)
Activating the rune is a Standard action. Upon activation, the air within 3 zones of the rune starts to faintly ripple and warp and there is a clearly audible hum that steadily builds in intensity. Shortly thereafter, the rune triggers, and the effects of an explosive rune occur within a zone in front of the crystal's point and distance-to-target away.
I initially read this as being within three zones of the
target point, which would have made the rune ... somewhat less than useful for our purposes. Fortunately, that is not actually what it says, and otherwise this seems useful (though I'd love to know exactly what "shortly thereafter" means; from Paperclipped's post above, this is what's meant by the rate of fire, so we'll find out shortly!).
The rune can be slowly rotated in three dimensions in order to change the target zone. It will typically require at least a Standard action to get it rotated and on target and may require several such actions.
The rune can fire up to 3 times and then burns out. It deactivates after firing, meaning you need to reactivate it for each new shot. [The rate of fire is still under QM discussion]
Sure. Multiple shots is better than I expected, though Akatsuki will probably scatter right after the first shot, so this part is probably only good for structures or armies.
Sighting in the rune requires at least one practice shot. When you initially fire it, you choose a zone within the range and flip a coin. If the coin lands heads then you hit the target zone. If it lands tails then it hits a randomly-selected adjacent zone. The shot-drift is consistent for a specific rune so once you have done the sighting shot you can always hit the target zone even when retargeting. Each individual rune must be sighted separately.
Hmm. I wonder if we could fix this problem in future versions? That said, it's not a
huge problem; certainly I'll take this over a situation where we had to set the target at infusion time, which was my default assumption on how this was going to work!
The rune requires line of effect but not line of sight. That means you can shoot through (e.g.) the canopy of a forest but not through (e.g.) a Force Dome.
This part, I have questions about. Pinging also
@eaglejarl @Velorien : what exactly does "line of effect" mean here? Is it about the density of matter in the way (so leaves don't block it but a Force Dome does)? Or does the Force Dome block REs because it's a chakra effect?
To ask about the use case I'm envisioning: can you fire Remote Explosives through large quantities of stone? Specifically, can we set them up underground and then fire them at a distant target?
All in all, this seems very positive. The kind of precise checkerboard pattern I was originally enviseaging we could use is probably not possible because of the sighting requirements, but being able to retarget the runes after they're infused is a huge bonus to any plan that uses them for attack.
Research-wise, if the "short delay" before the runes fire is any longer than a combat round, we should probably research a combined landmine-remote explosive rune soon-ish. As
@Sir Stompy convinced me of a while back, these may not be sufficient to kill Akatsuki (even at the Rift site) by themselves, because of the danger that multiple simultaneous explosions might incur only a single dodge roll; but the fact that Landmine is compatible with MARS opens options like firing one narrowly-targeted wave, then firing a second wave (from different runes) less than a single combat round later.
... Actually,
@eaglejarl @Paperclipped @Velorien , scenario question. Suppose we have an array of sixteen landmine REs linked to one MARS chain, and another array of sixteen linked to a second MARS chain. On Kei's turn, she triggers the first MARS chain, then on Hazō's turn, he triggers the second MARS chain. The next combat round, Kei's array triggers, firing at Akatsuki. Presumably, this counts as the start of combat. What happens to the turn orders?
- Scenario 1: Initiative is re-determined at the point when the first REs fire, so Akatsuki (who presumably beat Hazō's initiative) get to take their turns immediately after the first barrage, before the second barrage. Kei acts as the ambusher and gets to automatically go first according to the ambush rules, since otherwise she would get a second turn before Hazō had his.
- Scenario 2: Initiative had theoretically already been happening, and the Akatsuki had already taken their turns before Hazō and Kei took theirs, so they don't get to take their turns until after the second barrage.
- Scenario 3: Initiative doesn't exist outside of combat, and nor does the concept of turns, so this setup doesn't make sense. The explosions either happen at the same time or separated by some delay, the length of which determines whether the Akatsuki get to take their turns before the second barrage.
... or some other option I've missed. (The motivation for this question is that a big concern about the landmine-RE barrage strategy is that all of Akatsuki probably have really good movement techniques (and can just Sprint a silly number of Zones if not) such that if they get to take their turns they can escape any reasonable blast area; but they may not have good enough off-turn movement techniques to escape the blast area
before their turns come up.)