Perks
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Perks Synergy Effect
⚜ Agility
Exhilarate After a successful agility test, take an immediate vitality test.
Guardian Unless prohibited from moving, adjacent allies re-roll failed defence tests.
Infiltrate While not engaged or in cover, ignore hostiles during movement.
Overwatch When taking ranged reaction attacks, criticals end the target's activation.
☖ Defence
Alertness Unless prohibited from moving, treat open/partial cover as partial/full.
Diversion After a critical defence test, shift the attack to an adjacent hostile unit.
Retaliate After a critical defence test, target the attacker with a basic melee attack.
Sidestep After a critical defence test, take a move at half speed.
Tenacity Unless prohibited from moving, re-roll failed defence tests.
♡ Vitality
Adrenaline Critical vitality tests refund the activation die spent on them.
Endurance Critical vitality tests can remove two wounds or flip an injury.
Stabilized Unless prohibited from moving, held dice keep their initial value.
Stabilized Unless.
Unyielding Unless prohibited from moving, ignore all forced movement.
Infiltrate Action (4+): Take a move at full speed, ignoring hostiles during movement.
⚔ Melee
Backstab Melee attacks against enemies engaged with an ally gain an extra die.
Counter Melee reaction attacks against adjacent enemies gain an extra die.
Powerful Melee attacks with heavy weapons cost only one activation die.
⯐ Range
Accuracy When attacking with ranged weapons, reduce the value of cover by 1.
Bullseye Action (5+): Attack a non-adjacent enemy and ignore their armour.
Overwatch Critical reaction attacks on non-adjacent targets end their activation.
Pistoleer When attacking with pistol weapons, each can have a different target.
Stabilized When using heavy weapons, the second attack each round is aimed.
⚒ Skill
Armourer When an attack would ignore armour, it instead penalizes armour rolls by -2.
Medicine When assisting, critical vitality rolls can remove two wounds or flip an injury.
Provision When an item is consumed, roll a D6. On a 5+, the item is instead tapped.
Saboteur When deploying a trap, treat any successful roll for placement as a critical.
🏲 Unity
Defender When occupying the same hex, allies roll an extra die on defence rolls.
Forewarn Instant (1+): Allies within sight can immediately re-roll failed defence rolls.
Galvanize Action (4+): Select an ally within sight to act next in the initiative order.
Overseer When declaring a reaction, the activation can be given to an ally in sight.
Revitalize Action (4+): All adjacent allies can immediately make a Recover action.
Backstab Gain after completing a move.
Guardian Friendly units in the same hex cannot be targeted.
Iron Jaw Make a vitality roll to ignore incoming stuns.
Regenerate Critical vitality rolls can instead flip an injury.
Abilities Cost Description
Absorb Instant: Negate an incoming wound.
Bypass ➌/♼ Action: Take a move, ignoring hostiles and traps.
Counter Reaction: Counter an adjacent attacker with a basic attack.
Defiance Instant: Re-roll a failed defence roll.
Disperse ➊/♼ Instant: Turn an incoming injury into two wounds.
Refresh Instant: Gain an additional activation die.
Sidestep ➊/♼ Reaction: Take a move at half speed.
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