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analects_book_4_part_1_chapter_5 [2019/01/07 10:32]
triptycho [Infantry Veteran]
analects_book_4_part_1_chapter_5 [2019/05/16 11:30] (current)
triptycho [Ljosalfr]
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 Prev: [[analects_book_4_part_1_chapter_4|Adversaries Level 4]] Prev: [[analects_book_4_part_1_chapter_4|Adversaries Level 4]]
  
-The following tables provide a collection of [[adversary|adversaries]] at [[level|level]] 5. For more information on their use in the game, see [[DM's Guide Chapter 3|DM's Guide Chapter 3: Running Scenarios]].+The following tables provide a collection of [[adversary|Adversaries]] at [[level|level]] 5. For more information on their use in the game, see [[DM's Guide Chapter 3|DM's Guide Chapter 3: Running Scenarios]].
  
 ===== Level 5 Adversaries Table ====== ===== Level 5 Adversaries Table ======
  
 ^ Adversary ​          ​^ ​   Rank    ^    Type    ^   ​HP ​ ^  Init  ^ ^ Adversary ​          ​^ ​   Rank    ^    Type    ^   ​HP ​ ^  Init  ^
-^ [[analects_book_4_part_1_chapter_5#​crossbow_veteran|Crossbow Veteran]] ​ | Mook  | Artillery ​ |  ​12  ​| ​ 1d12  ^+^ [[analects_book_4_part_1_chapter_5#​crossbow_veteran|Crossbow Veteran]] ​ | Mook  | Artillery ​ |  ​15  ​| ​ 1d12  ^
 ^ [[analects_book_4_part_1_chapter_5#​spell_guard|Spell Guard]] ​ | Mook  | Blaster ​ |  12  |  1d6  ^ ^ [[analects_book_4_part_1_chapter_5#​spell_guard|Spell Guard]] ​ | Mook  | Blaster ​ |  12  |  1d6  ^
 ^ [[analects_book_4_part_1_chapter_5#​carrion_wolf|Carrion Wolf]] ​ | Mook  | Brawler ​ |  13  |  1d8  ^ ^ [[analects_book_4_part_1_chapter_5#​carrion_wolf|Carrion Wolf]] ​ | Mook  | Brawler ​ |  13  |  1d8  ^
-^ [[analects_book_4_part_1_chapter_5#​cavalry_trooper|Cavalry Trooper]] ​ | Mook  | Brawler ​ |  ​13  ​| ​ 1d10  ^ +^ [[analects_book_4_part_1_chapter_5#​cavalry_trooper|Cavalry Trooper]] ​ | Mook  | Brawler ​ |  ​16  ​| ​ 1d10  ^ 
-^ [[analects_book_4_part_1_chapter_5#​infantry_veteran|Infantry Veteran]] ​ | Mook  | Defender ​ |  ​14  ​| ​ 1d8  ^+^ [[analects_book_4_part_1_chapter_5#​infantry_veteran|Infantry Veteran]] ​ | Mook  | Defender ​ |  ​17  ​| ​ 1d8  ^
 ^ [[analects_book_4_part_1_chapter_5#​combat_medic|Combat Medic]] ​ | Mook  | Support ​ |  13  |  1d8  ^ ^ [[analects_book_4_part_1_chapter_5#​combat_medic|Combat Medic]] ​ | Mook  | Support ​ |  13  |  1d8  ^
 ^ [[analects_book_4_part_1_chapter_5#​demon_eye|Demon Eye]]  | Mook  | Support ​ |  14  |  1d12  ^ ^ [[analects_book_4_part_1_chapter_5#​demon_eye|Demon Eye]]  | Mook  | Support ​ |  14  |  1d12  ^
 ^ [[analects_book_4_part_1_chapter_5#​silver_dretch|Silver Dretch]] ​ | Regular ​ | Artillery ​ |  25  |  1d6  ^ ^ [[analects_book_4_part_1_chapter_5#​silver_dretch|Silver Dretch]] ​ | Regular ​ | Artillery ​ |  25  |  1d6  ^
 ^ [[analects_book_4_part_1_chapter_5#​drake|Drake]] ​ | Regular ​ | Blaster ​ |  24  |  1d12  ^ ^ [[analects_book_4_part_1_chapter_5#​drake|Drake]] ​ | Regular ​ | Blaster ​ |  24  |  1d12  ^
-^ [[analects_book_4_part_1_chapter_5#​ghoul|Ghoul]] ​ | Regular ​ | Brawler ​ |  26  |  ​1d12  ^ +^ [[analects_book_4_part_1_chapter_5#​ghoul|Ghoul]] ​ | Regular ​ | Brawler ​ |  26  |  ​1d10  ^ 
-^ [[analects_book_4_part_1_chapter_5#​troll|Troll]] ​ | Regular ​ | Defender ​ |  ​31  ​| ​ 1d8  ^+^ [[analects_book_4_part_1_chapter_5#​troll|Troll]] ​ | Regular ​ | Defender ​ |  ​28  ​| ​ 1d8  ^
 ^ [[analects_book_4_part_1_chapter_5#​ljosalfr|Ljosalfr]] ​ | Regular ​ | Support ​ |  24  |  1d8  ^ ^ [[analects_book_4_part_1_chapter_5#​ljosalfr|Ljosalfr]] ​ | Regular ​ | Support ​ |  24  |  1d8  ^
 ^ [[analects_book_4_part_1_chapter_5#​rust_jeopard|Rust Jeopard]] ​ | Mini-boss ​ | Artillery ​ |  50  |  1d8  ^ ^ [[analects_book_4_part_1_chapter_5#​rust_jeopard|Rust Jeopard]] ​ | Mini-boss ​ | Artillery ​ |  50  |  1d8  ^
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 | //This zombie wolf drips acid from its fangs. Its bloated body is filled with horrific poisonous gases. Such zombies arise from either death near abyssal fumes or painstaking work from a committed necromancer.// ​ ||||| | //This zombie wolf drips acid from its fangs. Its bloated body is filled with horrific poisonous gases. Such zombies arise from either death near abyssal fumes or painstaking work from a committed necromancer.// ​ |||||
 ^ (Action) Dripping Fangs  ||||| ^ (Action) Dripping Fangs  |||||
-^  Hit | 1d10  ||||+^  Hit | 1d12  ||||
 ^  Damage | 1d10 + 1d8 Acid  |||| ^  Damage | 1d10 + 1d8 Acid  ||||
-^ (Reaction) ​Animated Corpse ​ ​||||| +^  Special | The target suffers -1 Power and -1 Resilience. ​ |||| 
-^  Miss | 1d10  ||||+^ (Reaction) ​Sidestep ​ ​||||| 
 +^  Miss | 1d12  ||||
 ^ (Interrupt) Vile Fumes [Automatic] ​ ||||| ^ (Interrupt) Vile Fumes [Automatic] ​ |||||
 ^  Trigger | The Carrion Wolf suffers damage. ​ |||| ^  Trigger | The Carrion Wolf suffers damage. ​ ||||
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 ^ Cavalry Trooper ​ ^ Level 5 Adversary ​ ^ Mook  ^ Brawler ​ ^ HP: 13  ^ ^ Cavalry Trooper ​ ^ Level 5 Adversary ​ ^ Mook  ^ Brawler ​ ^ HP: 13  ^
-^ Initiative: 1d10  ^ Acrobatics: 1d4  ^   ^^+^ Initiative: 1d10  ^ Acrobatics: 1d4  ^^^^
 | //This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.// ​ ||||| | //This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.// ​ |||||
 +^  Notes | The Cavalry Trooper equips a Reliable Lance and Beast Plate Armor, reducing its base Skill by 1.  ||||
 ^ (Mount) Cavalry Horse  ||||| ^ (Mount) Cavalry Horse  |||||
 | The Cavalry Trooper cannot climb or swim.  ||||| | The Cavalry Trooper cannot climb or swim.  |||||
-^ (Action) ​Reliable Lance Charge [Mount, Gear]  ||||| +^ (Action) Charge [Mount, Gear]  ||||| 
-| Move 1 (Height 0) before ​making ​this attack. ​ |||||+| Move 1 (Height 0) before ​performing ​this attack. ​ |||||
 ^  Hit | 1d10 + 1d4  |||| ^  Hit | 1d10 + 1d4  ||||
 ^  Damage | 1d10 (Piercing 1) + 2d4  |||| ^  Damage | 1d10 (Piercing 1) + 2d4  ||||
-^ (Action) ​Reliable Lance Thrust [Mount, ​Gear]  |||||+^ (Action) Thrust [Gear] ​ ​||||| 
 +| Decrease Hit and Damage dice levels by 1 if not mounted. ​ |||||
 ^  Hit | 1d12 + 1d4  |||| ^  Hit | 1d12 + 1d4  ||||
 ^  Damage | 1d10 + 1d4  |||| ^  Damage | 1d10 + 1d4  ||||
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 ^  Miss | 1d12  |||| ^  Miss | 1d12  ||||
 ^  Defense | 1d8  |||| ^  Defense | 1d8  ||||
-^ (Reaction) ​Hardened Fluted Plate [Gear] ​ ​||||| +^ (Reaction) ​Dodge  ​||||| 
-| Reduce any Piercing on the target'​s Action by 2.  ​||||| + Miss 1d6  ​|||| 
-^  Defense | 1d6 + 1d2  ||||+^  Defense | 1d6  ||||
  
 \\ \\
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 ^ Combat Medic  ^ Level 5 Adversary ​ ^ Mook  ^ Support ​ ^ HP: 13  ^ ^ Combat Medic  ^ Level 5 Adversary ​ ^ Mook  ^ Support ​ ^ HP: 13  ^
-^ Initiative: 1d8  ^ Acrobatics: 1d8  ^   ^^+^ Initiative: 1d8  ^ Acrobatics: 1d8  ^^^^
 | //This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.// ​ ||||| | //This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.// ​ |||||
-(Action) ​Reliable Staff Sling [Gear] ​ |||||+ Notes | The Combat Medic equips a Reliable Staff Sling and a Deflecting Jack of Plate. ​ |||| 
 +^ (Action) Aimed Hurl [Gear] ​ |||||
 ^  Range | 3  |||| ^  Range | 3  ||||
 ^  Hit | 1d8 + 1d4  |||| ^  Hit | 1d8 + 1d4  ||||
 ^  Damage | 1d6 + 1d4  |||| ^  Damage | 1d6 + 1d4  ||||
-^ (Reaction) ​Featherweight Padded Jack [Gear] ​ ​||||| +^ (Reaction) ​Dodge  ||||| 
-^  Miss | 1d8 + 1d4  ||||+| Increase the Defense dice level by 2 against ranged attacks. ​ ​||||| 
 +^  Miss | 1d6 + 1d4  ​|||| 
 +^  Defense | 1d2  ||||
 ^ (Strategy) Medicine ​ ||||| ^ (Strategy) Medicine ​ |||||
-| The Combat Medic or an ally in its occupied section recovers 2d4 lost HP and is healed of any one condition.  |||||+| The Combat Medic or an ally in its occupied section recovers 2d4 lost HP and restores ​any one Stat Track.  |||||
  
 \\ \\
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 ^ Crossbow Veteran ​ ^ Level 5 Adversary ​ ^ Mook  ^ Artillery ​ ^ HP: 12  ^ ^ Crossbow Veteran ​ ^ Level 5 Adversary ​ ^ Mook  ^ Artillery ​ ^ HP: 12  ^
-^ Initiative: 1d12  ^ Acrobatics: 1d8  ^   ^^+^ Initiative: 1d12  ^ Acrobatics: 1d8  ^^^^
 | //This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.// ​ ||||| | //This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.// ​ |||||
-^ (Action) ​Accurate Arbalest ​[Gear] ​ |||||+^  Notes | The Crossbow Veteran equips a Reliable Arbalest, a Reliable Tabar, Deflecting Splint Armor, and Silvered Quarrels. ​ |||| 
 +^ (Action) ​Fire [Gear] ​ |||||
 ^  Range | 4  |||| ^  Range | 4  ||||
-^  Hit | 1d6 + 1d6  ​|||| +^  Hit | 1d6 + 1d4  ​|||| 
-^  Damage | 1d8 (Piercing 2) + 1d2  ​|||| +^  Damage | 1d10 (Piercing 2) Holy 1d4  ​|||| 
-^ (Action) ​Reliable Tabar [Gear] ​ |||||+^ (Action) ​Downward Slice [Gear] ​ |||||
 ^  Hit | 1d6 + 1d4  |||| ^  Hit | 1d6 + 1d4  ||||
 ^  Damage | 1d8 (Piercing 2) + 1d4  |||| ^  Damage | 1d8 (Piercing 2) + 1d4  ||||
-^ (Reaction) ​Featherweight Hauberk [Gear] ​ ​||||| +^ (Reaction) ​Dodge  ​||||| 
-^  Miss | 1d6 + 1d4  ||||+^  Miss | 1d6 + 1d6  ||||
 ^  Defense | 1d2  |||| ^  Defense | 1d2  ||||
 ^ (Strategy) Crank Load  ||||| ^ (Strategy) Crank Load  |||||
-| Until the end of the Crossbow Veteran'​s turn, increase the Hit dice of the //Accurate Arbalest// Action by 1 level. ​ |||||+| Until the end of the Crossbow Veteran'​s turn, increase the Hit dice of the //Fire// Action by 1 level. ​ |||||
  
 \\ \\
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 ^  Hit | 1d10 |||| ^  Hit | 1d10 ||||
 ^  Damage | 1d10 (Piercing 1) Unholy ​ |||| ^  Damage | 1d10 (Piercing 1) Unholy ​ ||||
-^  Special | Roll 1d6. Impose the resulting condition(s) onto the target ​until the start of the Demon Eye's next turn:  ​|||| +^  Special | Roll 1d6. The target ​suffers ​the listed effect. ​ ​|||| 
-^  ^  1 | Grounded & Hindered ​ ||| +^  ^  1 | -2 Power  ||| 
-^  ^  2 | Muddled ​ ||| +^  ^  2 | -2 Resilience ​ ||| 
-^  ^  3 | Stunned ​ ||| +^  ^  3 | -2 Mind  ||| 
-^  ^  4 | Disoriented ​ ||| +^  ^  4 | -2 Skill  ||| 
-^  ^  5 | Petrified ​ ||| +^  ^  5 | Grabbed (vs. 2d4 to escape) ​ ||| 
-^  ^  6 | Defenseless ​ |||+^  ^  6 | Reroll. If second 6, Petrified until Demon Eye is defeated. ​ |||
 ^ (Reaction) Evil Construct ​ ||||| ^ (Reaction) Evil Construct ​ |||||
 +| The Demon Eye gains +2 Skill. ​ |||||
 ^  Miss | 1d6  |||| ^  Miss | 1d6  ||||
 ^  Defense | 2d6  |||| ^  Defense | 2d6  ||||
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 ^  Defense | 1d4  |||| ^  Defense | 1d4  ||||
 ^ (Strategy) Stealthy Dash  ||||| ^ (Strategy) Stealthy Dash  |||||
-| Move 1.  ​If ​the Drake ends its Strategy Phase in a section ​not occupied by any enemies, then any entity that plays an Action against the Drake is Debilitated until that Action is resolved The Drake cannot ​make a normal Move and play this Strategy on the same turn.  |||||+| Move 1. Until the start of the Drake's next turn, it is Invisible to any entities outside of its occupied ​section. The Drake cannot ​perform ​a normal Move and play this Strategy on the same turn.  |||||
  
 \\ \\
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 ^  Hit | 2d6  |||| ^  Hit | 2d6  ||||
 ^  Damage | 2d4 + 1d6 Unholy ​ |||| ^  Damage | 2d4 + 1d6 Unholy ​ ||||
-^  Special | If the target takes damage, the Ghoul recovers 1d4 lost HP.  ||||+^  Special | If the target takes damage, the Ghoul gains +1 Power, Resilience, Mind, and Skill.  ||||
 ^ (Reaction) Grave Stench ​ ||||| ^ (Reaction) Grave Stench ​ |||||
 | This Reaction can only be played against targets in the occupied section. The target must discard a card or their attack automatically misses. ​ ||||| | This Reaction can only be played against targets in the occupied section. The target must discard a card or their attack automatically misses. ​ |||||
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 ^  Miss | 1d8  |||| ^  Miss | 1d8  ||||
 ^ (Strategy) Haunting Laughter ​ ||||| ^ (Strategy) Haunting Laughter ​ |||||
-| Enemies within range 1 are Confused until the start of their next turns.  |||||+| Enemies within range 1 suffer -1 Mind.  |||||
  
 \\ \\
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 ^ Infantry Veteran ​ ^ Level 5 Adversary ​ ^ Mook  ^ Defender ​ ^ HP: 14  ^ ^ Infantry Veteran ​ ^ Level 5 Adversary ​ ^ Mook  ^ Defender ​ ^ HP: 14  ^
-^ Initiative: 1d8  ^ Acrobatics: 1d4  ^   ^^+^ Initiative: 1d8  ^ Acrobatics: 1d4  ^^^^
 | //This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.// ​ ||||| | //This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.// ​ |||||
-^ (Action) ​Reliable Strike ​[Gear] ​ |||||+^  Notes | The Infantry Veteran equips a Brutal Bill and Reliable Scale Armor, reducing its base Skill by 1.  |||| 
 +^ (Action) ​Force Back [Gear] ​ |||||
 ^  Reach | 1  |||| ^  Reach | 1  ||||
-^  Hit | 1d10 + 1d4  ​|||| +^  Hit | 1d10 + 1d2  ​|||| 
-^  Damage | 1d8 1d4  ​|||| +^  Damage | 1d6 (Piercing 2) 1d6  ​|||| 
-^  Special | The target ​cannot play a melee Action against any of the Infantry Veteran's allies on the target'​s next turn.  |||| +^  Special | If the target ​is in the occupied section, ​the Infantry Veteran ​may force them to Move 1.  |||| 
-^ (Action) ​Reliable Guisarme ​[Gear] ​ ||||| +^ (Action) ​Hook and Pull [Gear] ​ ||||| 
-| This Action ​can only be played against ​mounted foes.  ||||| +| This Action ​cannot ​be played against ​targets in the Infantry Veteran'​s occupied section.  ||||| 
-^  Hit | 1d10 1d4  ​|||| +^  Reach | 1  ​|||| 
-^  Damage | 1d8 1d4  ​|||| +^  Hit | 1d8 1d2  ​|||| 
-^  Special | The target unequips any equipped ​mount and cannot equip a new mount on its next turn.  |||| +^  Damage | 1d6 1d6  ​|||| 
-^ (Reaction) ​Featherweight Laminar Armor [Gear] ​ ​||||| +^  Special | Force the target to Move into the Infantry Veteran'​s occupied section. ​The target unequips any equipped ​Mount and cannot equip a new Mount on its next turn.  |||| 
-^  Miss | 1d6 + 1d4  ||||+^ (Reaction) ​Dodge  ||||| 
 +| Reduce any Piercing on the target'​s Action by 2.  ​||||| 
 +^  Miss | 1d6  ||||
 ^  Defense | 1d4  |||| ^  Defense | 1d4  ||||
 +^ (Strategy) Formation ​ |||||
 +| The Infantry Veteran gains +1 Resilience and may perform a Block. ​ |||||
  
 \\ \\
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 ^ Large Bear  ^ Level 5 Adversary ​ ^ Mini-boss ​ ^ Brawler ​ ^ HP: 52  ^ ^ Large Bear  ^ Level 5 Adversary ​ ^ Mini-boss ​ ^ Brawler ​ ^ HP: 52  ^
-^ Initiative: 1d10  ^ Acrobatics: 1d10  ^   ^^+^ Initiative: 1d10  ^ Acrobatics: 1d10  ^^^^
 | //This bear is very big, and it's either very angry or very hungry. Or maybe both.// ​ ||||| | //This bear is very big, and it's either very angry or very hungry. Or maybe both.// ​ |||||
 ^ (Action) Claw Maul  ||||| ^ (Action) Claw Maul  |||||
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 ^  Damage | 2d6 + 2d4  |||| ^  Damage | 2d6 + 2d4  ||||
 ^ (Action) Bear Charge ​ ||||| ^ (Action) Bear Charge ​ |||||
-| Move 1, ignoring any Blocks. The Large Bear may then play //Claw Maul// against a valid target, increasing the Hit dice level by 1.  |||||+| Move 1, ignoring any Blocks; the Large Bear gains +1 Power. The Large Bear may then play //Claw Maul// against a valid target. ​ |||||
 ^ (Reaction) Thick Hide  ||||| ^ (Reaction) Thick Hide  |||||
 ^  Miss | 2d6  |||| ^  Miss | 2d6  ||||
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 ^  Hit | 2d6  |||| ^  Hit | 2d6  ||||
 ^  Damage | 2d6 (Piercing 4) Unholy ​ |||| ^  Damage | 2d6 (Piercing 4) Unholy ​ ||||
-^  Special | The target ​is Confused until the start of the Living Idol's next turn. The Living Idol may begin an Incantation. ​ ||||+^  Special | The target ​suffers -2 Mind. The Living Idol may begin an Incantation. ​ ||||
 ^ (Action) Hideous Cackle ​ ||||| ^ (Action) Hideous Cackle ​ |||||
 ^  Range | 2  |||| ^  Range | 2  ||||
-^  ​Incantation ​| 1  ||||+^  ​Incant ​| 1  ||||
 ^  Damage | 1d6 (Piercing 4) Unholy ​ |||| ^  Damage | 1d6 (Piercing 4) Unholy ​ ||||
-^  Special | The target ​is Controlled until the start of the Living Idol's next turn.  ||||+^  Special | The target ​suffers -3 Mind.  ||||
 ^ (Reaction) Stone Form  ||||| ^ (Reaction) Stone Form  |||||
 ^  Miss | 1d8  |||| ^  Miss | 1d8  ||||
 ^  Defense | 1d4 + 1d4  |||| ^  Defense | 1d4 + 1d4  ||||
 ^ (Strategy) Blood of the Sacrificed ​ ||||| ^ (Strategy) Blood of the Sacrificed ​ |||||
-| An ally the Living Idol can see regains 1d6 lost HP.  |||||+| An ally the Living Idol can see regains 1d6 lost HP and gains +1 Mind.  |||||
  
 \\ \\
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 ^  Special | The target is Light Sensitive until the end of their next turn.  |||| ^  Special | The target is Light Sensitive until the end of their next turn.  ||||
 ^ (Reaction) Luminous Aura  ||||| ^ (Reaction) Luminous Aura  |||||
-| The target ​is Debilitated for this attack. If the target is Light Sensitive, they automatically miss.  |||||+| The target ​cannot apply any dice bonuses from Power to their Action. If the target is Light Sensitive, they automatically miss.  |||||
 ^  Miss | 1d8  |||| ^  Miss | 1d8  ||||
 +^  Damage | 1d6 Holy  ||||
 ^ (Strategy) Rays of Light  ||||| ^ (Strategy) Rays of Light  |||||
 | The Ljosalfr and all allies within range 3 gain Unholy Resistance 1. All enemies within range 3 gain Holy Weakness 1 and are Luminous. These effects last until the start of the Ljosalfr'​s next turn.  ||||| | The Ljosalfr and all allies within range 3 gain Unholy Resistance 1. All enemies within range 3 gain Holy Weakness 1 and are Luminous. These effects last until the start of the Ljosalfr'​s next turn.  |||||
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 | //A short, stocky, humanoid elemental creature, the magmanite loves to test its strength against the living. They'​re often conjured as guardians or soldiers for this reason, but they must be carefully controlled by the conjurer.// ​ ||||| | //A short, stocky, humanoid elemental creature, the magmanite loves to test its strength against the living. They'​re often conjured as guardians or soldiers for this reason, but they must be carefully controlled by the conjurer.// ​ |||||
 ^ (Action) Blistering Grasp  ||||| ^ (Action) Blistering Grasp  |||||
-| If the target is already Grabbed by the Magmanite, increase the Damage dice level by 1.  |||||+| If the target is already Grabbed by the Magmanite, increase the Damage dice number ​by 1.  |||||
 ^  Hit | 2d6  |||| ^  Hit | 2d6  ||||
-^  Damage | 2d6 Fire  ||||+^  Damage | 2d4 Fire  ||||
 ^  Special | The target is Grabbed. ​ |||| ^  Special | The target is Grabbed. ​ ||||
 ^ (Reaction) Blazing Tackle ​ ||||| ^ (Reaction) Blazing Tackle ​ |||||
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 ^ Rust Jeopard ​ ^ Level 5 Adversary ​ ^ Mini-boss ​ ^ Artillery ​ ^ HP: 50  ^ ^ Rust Jeopard ​ ^ Level 5 Adversary ​ ^ Mini-boss ​ ^ Artillery ​ ^ HP: 50  ^
-^ Initiative: 1d8  ^ Acrobatics: 1d8  ^   ^^+^ Initiative: 1d8  ^ Acrobatics: 1d8  ^^^^
 | //The most hated variety of jeopard, this species ejects a terrible spit that instantly rusts and corrodes, requiring painstaking maintenance to repair.// ​ ||||| | //The most hated variety of jeopard, this species ejects a terrible spit that instantly rusts and corrodes, requiring painstaking maintenance to repair.// ​ |||||
 ^ (Action) Corrosive Spit  ||||| ^ (Action) Corrosive Spit  |||||
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 ^  Hit | 3d4  |||| ^  Hit | 3d4  ||||
 ^  Damage | 2d6 (Piercing 3) Acid  |||| ^  Damage | 2d6 (Piercing 3) Acid  ||||
-^  Special | The target ​cannot make Defense rolls until the end of the scenario.  ||||+^  Special | The target ​suffers -1 Power and -2 Resilience.  ||||
 ^ (Reaction) Agility ​ ||||| ^ (Reaction) Agility ​ |||||
 ^  Miss | 1d12  |||| ^  Miss | 1d12  ||||
 ^ (Strategy) Great Leap  ||||| ^ (Strategy) Great Leap  |||||
-| Fly 1. The Rust Jeopard cannot ​make a normal Move and play this Strategy on the same turn.  |||||+| Fly 1. The Rust Jeopard cannot ​perform ​a normal Move and play this Strategy on the same turn.  |||||
 ^ (Strategy) Gallop ​ ||||| ^ (Strategy) Gallop ​ |||||
 | Move 1.  ||||| | Move 1.  |||||
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 ^ Silver Dretch ​ ^ Level 5 Adversary ​ ^ Regular ​ ^ Artillery ​ ^ HP: 25  ^ ^ Silver Dretch ​ ^ Level 5 Adversary ​ ^ Regular ​ ^ Artillery ​ ^ HP: 25  ^
-^ Initiative: 1d6  ^ Acrobatics: 1d6  ^  ^ Ice Resistance 3, Fire Weakness 2  ^^+^ Initiative: 1d6  ^ Acrobatics: 1d6  ^^ Ice Resistance 3, Fire Weakness 2  ^^
 | //A horrific creature, the tall and spindly silver dretch stalks the edges of cold regions, bringing the worst of winter to otherwise relatively temperate locales.// ​ ||||| | //A horrific creature, the tall and spindly silver dretch stalks the edges of cold regions, bringing the worst of winter to otherwise relatively temperate locales.// ​ |||||
 ^ (Action) Frostbite ​ ||||| ^ (Action) Frostbite ​ |||||
 ^  Range | 5  |||| ^  Range | 5  ||||
-^  ​Incantation ​| 1  ||||+^  ​Incant ​| 1  ||||
 ^  Damage | 2d6 (Piercing 3) Ice  |||| ^  Damage | 2d6 (Piercing 3) Ice  ||||
-^  Special | The target ​is Vulnerable ​and gains +1 Ice Weakness until the end of the Silver Dretch'​s next turn.  ||||+^  Special | The target ​suffers -1 Resilience ​and gains +1 Ice Weakness until the end of the Silver Dretch'​s next turn.  ||||
 ^ (Reaction) Chill Aura  ||||| ^ (Reaction) Chill Aura  |||||
 | This Reaction can only be played against melee attacks. ​ ||||| | This Reaction can only be played against melee attacks. ​ |||||
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 ^ Spell Guard  ^ Level 5 Adversary ​ ^ Mook  ^ Blaster ​ ^ HP: 12  ^ ^ Spell Guard  ^ Level 5 Adversary ​ ^ Mook  ^ Blaster ​ ^ HP: 12  ^
-^ Initiative: 1d6  ^ Acrobatics: 1d4  ^   ^^+^ Initiative: 1d6  ^ Acrobatics: 1d4  ^^^^
 | //Large cities employ talented spellcasters for specialized unit within the city guard. These units supplement military efforts during times of war as well.// ​ ||||| | //Large cities employ talented spellcasters for specialized unit within the city guard. These units supplement military efforts during times of war as well.// ​ |||||
 +^  Notes | The Spell Guard equips a Ruby Scepter and Hardened Lamellar Armor. ​ ||||
 ^ (Action) Crystal Sphere ​ ||||| ^ (Action) Crystal Sphere ​ |||||
 | This Action may target two adjacent sections. ​ ||||| | This Action may target two adjacent sections. ​ |||||
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 ^  Incantation | 1  |||| ^  Incantation | 1  ||||
 ^  Damage | 1d12 (Piercing 4) Ice  |||| ^  Damage | 1d12 (Piercing 4) Ice  ||||
-^  Special | The target ​is Debilitated until the end of their next turn.  |||| +^  Special | The target ​suffers -1 Skill.  |||| 
-^ (Action) ​Singed Orb Expertise ​[Gear] ​ ||||| +^ (Action) ​Ruby Blast [Gear] ​ ​||||| 
-^  ​Range  ​|||| +| The Spell Guard may begin an Incantation. ​ ​||||| 
-^  ​Damage ​1d6 (Piercing 2) Fire  ​|||| +^  ​Reach  ​|||| 
-^  ​Special ​The Spell Guard may begin an Incantation. ​ ​|||| +^  ​Hit 1d12  ​|||| 
-^ (Reaction) ​Ruby Scepter [Gear] ​ ​||||| +^  ​Damage ​1d10 (Piercing 1)  ​|||| 
-^  Miss | 2d4  ​|||| +^ (Reaction) ​Dodge  ​||||| 
-^  Defense | 1d4  ||||+^  Miss | 1d6  ​|||| 
 +^  Defense | 1d2 + 1d2  |||| 
 +^ (Strategy) Ruby Guard  ||||| 
 +| Until the start of the Spell Guard'​s next turn, increase the Miss dice level of //Dodge// by 2. The Spell Guard may begin an Incantation. ​ |||||
  
 \\ \\
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 ^  Incantation | 1  |||| ^  Incantation | 1  ||||
 ^  Damage | 2d6 (Piercing 3) Lightning ​ |||| ^  Damage | 2d6 (Piercing 3) Lightning ​ ||||
-^  Special | The target ​is Vulnerable until the end of their next turn.  ||||+^  Special | The target ​suffers -1 Skill.  ||||
 ^ (Reaction) Lightning Dash  ||||| ^ (Reaction) Lightning Dash  |||||
 ^  Miss | 1d12  |||| ^  Miss | 1d12  ||||
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 ==== Troll ==== ==== Troll ====
  
-^ Troll  ^ Level 5 Adversary ​ ^ Regular ​ ^ Defender ​ ^ HP: 31  ^+^ Troll  ^ Level 5 Adversary ​ ^ Regular ​ ^ Defender ​ ^ HP: 28  ^
 ^ Initiative: 1d8  ^ Acrobatics: 1d6  ^ Darkvision, Light Sensitivity ​ ^ Lightning Weakness 2, Holy Weakness 1  ^^ ^ Initiative: 1d8  ^ Acrobatics: 1d6  ^ Darkvision, Light Sensitivity ​ ^ Lightning Weakness 2, Holy Weakness 1  ^^
 | //This rather human-shaped but otherwise beastly creature lives in caves, far away from the light that it abhors. Fiercely territorial and viciously violent, few encounters with trolls end well for anyone involved.// ​ ||||| | //This rather human-shaped but otherwise beastly creature lives in caves, far away from the light that it abhors. Fiercely territorial and viciously violent, few encounters with trolls end well for anyone involved.// ​ |||||
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 ^  Hit | 1d12 + 1d4  |||| ^  Hit | 1d12 + 1d4  ||||
 ^  Damage | 2d4  |||| ^  Damage | 2d4  ||||
-^  Special | Immediately ​play Clawed Grasp against the same target. ​ ||||+^  Special | The troll gains +1 Power. Then, play //Clawed Grasp// against the same target. ​ ||||
 ^ (Reaction) Troll Hide  ||||| ^ (Reaction) Troll Hide  |||||
 | Reduce any Piercing on the target'​s Action by 2.  ||||| | Reduce any Piercing on the target'​s Action by 2.  |||||
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 ^ (Interrupt) Enrage ​ ||||| ^ (Interrupt) Enrage ​ |||||
 ^  Trigger | The Troll takes damage from a source it does not have a Weakness to.  |||| ^  Trigger | The Troll takes damage from a source it does not have a Weakness to.  ||||
-^  Effect | The Troll may play //Blood Frenzy// on its next turn.  ||||+^  Effect | The Troll gains +2 Resilience and may play //Blood Frenzy// on its next turn.  ||||
analects_book_4_part_1_chapter_5.1546885958.txt.gz · Last modified: 2019/01/07 10:32 by triptycho