SENTRY GRID
- POWER
- RUNS 12 S
- LEADS WITH TURRET
- THE BUNKER
SENTRY GRID is a grid of guns bolted to the floor where it lands, and it runs for 12 seconds from the moment it is spent.
It does not stack. A second pickup spent while a copy is already running would be wasted, so the dock refuses it and keeps it banked for afterwards.
The VAULT WARDEN's own defence grid, repurposed. Four guns bolt themselves to the floor where the power was spent and rake everything that comes into the room. It holds GROUND rather than the hero: plant it on the choke he is about to be pushed off, then go stand somewhere else.
What it does
The guns
| WHAT | VALUE |
|---|---|
| GUNS | 4 |
| PLANTED ON A RING OF | 44 PX |
| ONE GUN FIRES EVERY | 0.42 S |
| DAMAGE PER SHOT | 17 |
| A GUN SEES | 210 PX |
| SHOT SPEED | 300 PX/S |
| SHOT SIZE | 4 PX |
- AUTHORED AT LEVEL 1every damage figure above is the blow a level-1 hero with nothing spent on INTELLIGENCE lands, measured against a reference minion carrying 45 health. It does not stay there: a power's output rides the same curve a monster's healthbar climbs, so a figure that clipped a third of a bar on the first map still clips a third of one on the last.
- INTELLIGENCEeach point deepens every one of its blows by 5%.
How often it turns up
SENTRY GRID is weighted 40 against the catalog's ordinary 100, so it turns up 2.5 times as RARELY as an unweighted power sharing its pool.
A pool is a flat list picked from by weight, so what those odds actually come to depends on how deep the venue's list is — and every venue from here on keeps it, so the same power thins out the further down the campaign you take it.
The merchant's counter reads the same weight and marks the price up by it, to a ceiling of 5× — coins cannot buy past the rationing.
| VENUE | POOL | WEIGHT | SHARE OF THE POOL |
|---|---|---|---|
| THE BUNKER | 15 powers | 40 | 4.8% |