Crickets Conundrum:Devoid of Due Consideration:Glossary
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Battlegroups
Outnumber Qualities
Formation Attack
A commander can use a War roll to cause this battlegroup to take an attack. It may use the commander or the battelgroup's power. This does not use up the battlegroup's turn.
Harrier
Allies gain +1 Accuracy and +1 Damage.
Mob Weight
Enemies treat the range band this character is in as difficult terrain for the purposes of movement. Allies may treat it was light cover.
Opportunistic Threat
This character may take or be targeted by the Ranged Power action reflexively.
Equipment
- Accuracy: adds successes to the attack roll.
- Damage: adds successes to the damage roll.
- Defence: increases a character's Defence when taking defend other / full defence actions.
- Overwhelming: the minimum Power generated on withering attacks (even on a miss).
- Mobility Penalty: subtracts successes from Athletics or Stealth rolls involving movement and from Physique rolls when enduring fatigue or the environment apply.
Tags
Artefact
Improves all relevant statistics by one (already included in the statlines).
Balanced
Increases Overwhelming by 1 (already included). Adds two dice when using this weapon to enact gambits.
Flexible
Ignores Defence granted by Cover. Reduces the cost of the Ensnare gambit by 1.
Piercing
Enables a piercing attack: decrease Defence by 1 until start of next turn; reduce opponent's Soak by 2.
Powerful
Enables point-blank attack: decrease Defence by 1 until start of next turn; gain two bonus dice to withering attacks or decrease an opponent's Hardness by 1 for the purpose of making decisive attacks.
Ranged
Can make attacks using Ranged Combat out to Long Range.