Perks
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Perks | Synergy | Effect |
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⚜ 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. |
page revision: 240, last edited: 09 Feb 2019 07:38